LC Goldeen


Overview
########

Goldeen's ability Lightningrod alongside its Water typing lets it handle several Electric-types such as Magnemite, Chinchou, and Elekid incredibly well. It's one of the best Volt Switch stoppers in the metagame; not only is it immune to Volt Switch, but it also resists many common coverage moves carried by Electric-types and can threaten them back with Drill Run. Goldeen also has a wide variety of coverage options to take advantage of its good Attack and Speed with, such as Knock Off, Poison Jab, and Megahorn. However, Goldeen is prone to being worn down quickly by entry hazards, Life Orb recoil, and switching into resisted hits, limiting its time on the battlefield. Despite this, Goldeen is still a fairly effective hard stop to Volt Switch users.

Physical Attacker
########
name: Physical Attacker
move 1: Waterfall
move 2: Drill Run
move 3: Knock Off
move 4: Poison Jab / Megahorn
ability: Lightningrod
item: Life Orb / Eviolite
evs: 220 Atk / 36 SpD / 252 Spe
ivs: 9 HP
nature: Jolly

Moves
========

Waterfall is a hard-hitting STAB move and is Goldeen's best option for breaking past bulky foes. Drill Run is a very important coverage move, as it threatens Electric-types such as Magnemite and Chinchou. Knock Off cripples bulky switch-ins to Goldeen, such as Foongus and Ferroseed. Poison Jab allows Goldeen to OHKO Cottonee and 2HKO Spritzee after Stealth Rock damage; however, Megahorn is an option to hit most Grass-types harder than Goldeen's other moves.

Set Details
========

Goldeen's Attack and Speed EVs are maximized, allowing it to hit as hard and fast as possible. A Jolly nature is used so that Goldeen can hit 17 Speed. The remaining EVs give Goldeen a point in Special Defense to let it check special attackers better, especially Electric-types such as Magnemite and Chinchou. A Life Orb is the preferred item to maximize Goldeen's damage output. Using 0 HP IVs lowers Goldeen's HP to 19, so it only takes 1 damage from Life Orb recoil. Eviolite can be used instead to boost Goldeen's defenses, giving it more bulk and opportunities to switch in at the cost of some firepower. If using Eviolite, the HP IVs can be set to 31. The ability, Lightningrod, is the main reason Goldeen has a niche; it turns Goldeen from just another mediocre Water-type to one of the best Electric-type counters in the metagame.

Usage Tips
========

Goldeen should be sent in on Electric-types, as it hard walls them thanks to Lightningrod. Goldeen can destroy most Electric-types one-on-one with Drill Run, but keep in mind that Electric-types without Hidden Power Grass are likely going to switch out of Goldeen anyway. Use this opportunity to predict the switch; Knock Off is a good catch-all move, removing the foe's item.

Team Options
========

Goldeen is quite prone to being worn down quickly due to the amount of switching it does, as well as Life Orb recoil. Therefore, teammates that can remove entry hazards, such as Archen and Vullaby, are appreciated. In turn, Goldeen can handle Electric-types for these Pokemon. Fire-types such as Ponyta, Larvesta, and Vulpix make for good teammates, as they can easily break through Grass-types for Goldeen. Any Pokemon that appreciates a solid switch-in for Electric-types will enjoy having Goldeen as a partner; this includes nearly all Flying- and Water-types. Be sure to have a solid answer to Grass-types if pairing Goldeen with another Water-type. Clerics such as Spritzee and Lickitung pair well with Goldeen, as Goldeen hates all forms of status and often risks being burned by switching into Chinchou's Scald.

Other Options
########

Aqua Tail is a more powerful option over Waterfall, giving Goldeen a better shot at muscling past bulkier foes, but it comes at the cost of some accuracy. Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves and discourages them from switching into Goldeen. A mixed or special attacking set is an option to take advantage of Special Attack boosts from Lightningrod. For example, a +1 Ice Beam hits many Grass-types harder than Megahorn or Poison Jab. However, these sets tend to be over-reliant on receiving boosts due to Goldeen's measly base 35 Special Attack. Hidden Power Fire can be run to hit Ferroseed, which doesn't really care about any of Goldeen's other attacks. However, it's still an incredibly weak move, struggling to 2HKO without significant investment and a Special Attack boost from Lightningrod. A Swift Swim set is an option, but it's mostly outclassed by other Swift Swim users, and running Swift Swim means giving up Lightningrod, which is one of Goldeen's defining traits.

Checks & Counters
########

**Grass-types**: Grass-types such as Ferroseed and Foongus can easily tank most of Goldeen's attacks and threaten back with their STAB moves. Foongus risks being 2HKOed by a Life Orb-boosted Knock Off followed by Megahorn, however.

**Status**: Although Goldeen does sport a useful immunity to Thunder Wave, it is still quite vulnerable to other forms of status, such as burn, sleep, and paralysis from non-Electric-type attacks, as they will all severely hamper Goldeen's offensive presence.

**Residual Damage**: Goldeen tends to get worn down quickly from switching into attacks, and its lack of reliable recovery doesn't help. The presence of entry hazards such as Stealth Rock and Spikes can further reduce its longevity.
 
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Ok, got the skeleton written, bumping for checks and stuff. In the set name, I want to emphasize the fact that it switches into Electric-type moves well (that's Goldeen's niche, after all), but was unsure how to best reference Lightning Rod, because I didn't want to give the impression that it makes use of Lightning Rod boosts... idk. Input there is appreciated.
 
You don't really need to reference Lightning Rod in the set name because it's mentioned so much in other areas. You can just go with anything you find fitting like "Attacker"

Overview:
Specific stat numbers shouldn't be mentioned because they're listed right above the sets in the dex. I think the 17 speed is fine to keep but reword the Attack point for sure.

Set Details:
Adding examples of the differences between Jolly and Adamant seems like it could get really messy, especially with multiple items. I guess don't for now but other QC might disagree.

Usage Tips: I'd change the last part to say to use the opportunity to predict the switchin, with Knock Off being a good catchall move.

Team Options: Cleric support helps a lot, especially because Goldeen often risks Scald burns from Chinchou.

Other Options:
Swift Swim set but it's mostly outclassed by other users
Highlight that a mixed/special set can use Ice Beam which is better for hitting Grass-types because a lot aren't weak to Poison Jab or Megahorn.

QC 1/4 =)
 
Got your stuff OP, thanks. I'll keep these calcs here just in case.
220 Atk Life Orb Goldeen Aqua Tail vs. 0 HP / 196 Def Eviolite Mienfoo: 9-13 (42.8 - 61.9%) -- 99.6% chance to 2HKO after Stealth Rock
220 Atk Life Orb Goldeen Waterfall vs. 0 HP / 196 Def Eviolite Mienfoo: 9-12 (42.8 - 57.1%) -- 12.1% chance to 2HKO after Stealth Rock
220+ Atk Life Orb Goldeen Aqua Tail vs. 0 HP / 196 Def Eviolite Mienfoo: 9-13 (42.8 - 61.9%) -- 99.6% chance to 2HKO after Stealth Rock
220+ Atk Life Orb Goldeen Waterfall vs. 0 HP / 196 Def Eviolite Mienfoo: 9-13 (42.8 - 61.9%) -- 99.6% chance to 2HKO after Stealth Rock
(affects choice between adamant/jolly)

220+ Atk Life Orb Goldeen Aqua Tail vs. 212 HP / 196+ Def Eviolite Spritzee: 9-13 (33.3 - 48.1%) -- 87.9% chance to 2HKO after Stealth Rock
220+ Atk Life Orb Goldeen Waterfall vs. 212 HP / 196+ Def Eviolite Spritzee: 9-12 (33.3 - 44.4%) -- 0.4% chance to 2HKO after Stealth Rock
(affects whether or not you need poison jab)

220+ Atk Life Orb Goldeen Aqua Tail vs. 156 HP / 92 Def Fletchling: 19-23 (82.6 - 100%) -- guaranteed OHKO after Stealth Rock
220+ Atk Life Orb Goldeen Waterfall vs. 156 HP / 92 Def Fletchling: 17-21 (73.9 - 91.3%) -- 62.5% chance to OHKO after Stealth Rock
220 Atk Life Orb Goldeen Aqua Tail vs. 156 HP / 92 Def Fletchling: 17-21 (73.9 - 91.3%) -- 62.5% chance to OHKO after Stealth Rock
220 Atk Life Orb Goldeen Waterfall vs. 156 HP / 92 Def Fletchling: 16-19 (69.5 - 82.6%) -- 6.3% chance to OHKO after Stealth Rock

plenty more scenarios not included here, point is both moves have merit
Ready for a second check.
 

Camden

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Bounce can be slapped into OO. It's predictable but it hits Fighting-types and Foongus harder than anything else and can discourage certain switch-ins.

Very well done though. <3 Goldeen.

2/4
 

The Avalanches

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I went over quite a few examples of Aqua Tail's output verses Waterfall's, and there is virtually no difference in the damage output of each, certainly not enough to warrant using it over the more reliable Waterfall. Change the first slash to Waterfall alone.

I've checked Adamant verses Jolly too, and I see no reason not to run Jolly, but I could be wrong. Could you give me any examples of important OHKOes or 2HKOes?

3/4
 
Alright, implemented, and got it written up. As for the Aqua Tail stuff, I moved it to other options, since it still has some merit in allowing Goldeen to break past bulky stuff a little easier (mainly prevents switchins, because Goldeen loses 1v1 vs. most bulky mons it can't hit SE).

Ready for a fouth check.
 

Corporal Levi

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The HP IVs should probably be set to 9 in the main set seeing as how Life Orb is the main item; you can say that the HP IVs can be set to 31 if Eviolite is run in Set Details instead.

ready for GP
 

rubsomebacononit

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Comments


My first AM check, DO NOT IMPLEMENT IT JUST YET

Overview
########

Goldeen's ability, Lightning Rod ability, alongside its Water typing lets it handle several allows it to check and counter Electric-types such as Magnemite, Chinchou, and Elekid incredibly well. It's one of the best Volt Switch stoppers in the metagame; not only is it immune to Volt Switch, but it also resists many common coverage moves carried by Electric-types (such as?), and can threaten them back with Drill Run. In addition, Goldeen has a wide variety of coverage options to take advantage of its good Attack and Speed, such as Knock Off, Poison Jab, and Megahorn. However, Goldeen is prone to being worn down quickly by entry hazards, Life Orb recoil, and switching into resisted hits, limiting which limits its time on the battlefield. Despite this, Goldeen is still quite an effective hard stop to Volt Switch users teams relying on Volt Switch.

Physical Attacker
########
name: Physical Attacker
move 1: Waterfall
move 2: Drill Run
move 3: Knock Off
move 4: Poison Jab / Megahorn
ability: Lightning Rod
item: Life Orb / Eviolite
evs: 220 Atk / 36 SpD / 252 Spe
ivs: 9 HP
nature: Jolly

Moves
========

Waterfall is a hard hitting STAB move, and is Goldeen's best option for breaking past bulky foes wallbreaking. Drill Run is a very important coverage move, as it heavily for threatens threatening Electric-types such as Magnemite and Chinchou. Knock Off is quite useful as it for cripples crippling bulky switch-ins to Goldeen, such as Foongus and Ferroseed. For your last slot, you have the choice between Poison Jab, which allows Goldeen to OHKO Cottonee and 2HKO Spritzee after Stealth Rock damage, (AC) and Megahorn, which is an option to hit most Grass-types harder than Goldeen's other moves.

Set Details
========

Goldeen's Attack and Speed EVs are maximized, allowing Goldeen to hit as hard and fast as possible. A Jolly nature is used so Goldeen can hit 17 Speed. The remaining EVs give Goldeen a point boost in Special Defense to let it check special attackers better, specifically especially Electric-types such as Magnemite and Chinchou. A Life Orb is the preferred item over Eviolite in order to maximize Goldeen's damage output. Using 0 HP IVs lowers Goldeen's HP to 19, so it only takes 1 allowing it to take minimum damage from Life Orb recoil. Eviolite can instead be used instead to boost Goldeen's defenses, giving it more bulk and switch-in opportunities at the cost of some firepower. If using Eviolite, the HP IVs can be set to 31. The Its ability, Lightning Rod, is the main reason Goldeen has a niche; it turns why Goldeen from just another mediocre is used over other Water-types, in order to one of the best counter Electric-types counters in the metagame.

Usage Tips
========

Goldeen should be sent in on Electric-types, as it hard walls them thanks to Lightning Rod. Goldeen It's capable of can destroy most demolishing Electric-types one-on-one with Drill Run, but keep in mind that Electric-types without Hidden Power Grass are likely going to will switch out of Goldeen. Use this An opportunity like this is useful for using Knock Off to predict the switch; Knock Off is a good catch-all move, removing the foe's item.

Team Options
========

Goldeen is quite prone to being easily worn down quickly due to the amount of from switching it does, as well as and the recoil from Life Orb recoil. Therefore, teammates that can remove hazards such as Archen and Vullaby are appreciated. In turn, Goldeen can handle Electric-types for these Pokemon. Fire-types such as Ponyta, Larvesta, and Vulpix make for are good teammates, due to the fact that as they can easily break through Grass-types for Goldeen. Any Pokemon who appreciates a solid switch-in for Electric-types will enjoy having Goldeen as a partner; (Remove Semicolon) this, (AC), which includes nearly all Flying- and Water-types. Be sure to have a solid answer to Grass-types if pairing Goldeen with another Water-type. Clerics such as Spritzee and Lickitung pair well with Goldeen, as Goldeen hates all forms of status, and often risks being burned by when switching into Chinchou's Scald.

Other Options
########

Aqua Tail is a more powerful option over Waterfall, giving which allows Goldeen a better shot a better chance at muscling past bulkier foes, (RC) but it comes at with the cost of some accuracy. Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves, and discourages them from switching into Goldeen. A mixed or special attacking set is an option to take advantage of Special Attack boosts from Lightning Rod. For example, a +1 Ice Beam hits many Grass-types harder than Megahorn or Poison Jab. However, these sets tend to be over-reliant on receiving boosts due to Goldeen's measly base 35 Special Attack. Hidden Power Fire can be run to hit Ferroseed, who doesn't really care about any of Goldeen's other attacks. However, it's not recommended as its still an incredibly weak move, and struggles to get the 2HKO without significant investment and a Special Attack boost from Lightning Rod inflict significant damage to the opponent's team. A Swift Swim set is an option, but it's is mostly outclassed by other Swift Swim users, and running Swift Swim means giving up Lightning Rod, which is one of separates Goldeen's defining traits Goldeen from other Water-types.

Checks & Counters
########

**Grass-types**: Grass-types such as Ferroseed and Foongus can easily tank most of Goldeen's attacks and threaten back with their STAB moves. However, Foongus risks being 2HKOed by a Life Orb boosted Knock Off followed by Megahorn, however.

**Status**: Although Goldeen does sports a useful immunity to Thunder Wave, it is still quite vulnerable to many forms of status, such as burn, sleep, and paralyzation from non Electric-type attacks, as they will all severely hamper Goldeen's offensive presence.

**Residual Damage**: Goldeen tends to get is worn down quickly from switching into attacks, (AC) and cannot heal itself thanks to its lack of reliable recovery. Goldeen can be worn down even quicker if entry hazards such as Stealth Rock and Spikes are present on its side of the field, greatly reducing its longevity.
 
Last edited:

P Squared

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ah... rubsomebacononit seems to be gone, so here's GP 1/2. i'm happy to go over the amcheck though!
also, last time I checked, we still use Lightningrod for some reason, so I think you'll have to change all instances of Lightning Rod to Lightningrod. >__<
Overview
########

Goldeen's ability, Lightning Rod, (remove commas because Goldeen has other abilities) alongside its Water typing lets it handle several Electric-types such as Magnemite, Chinchou, and Elekid incredibly well. It's one of the best Volt Switch stoppers in the metagame; not only is it immune to Volt Switch, but it also resists many common coverage moves carried by Electric-types, (remove comma) and can threaten them back with Drill Run. Goldeen also has a wide variety of coverage options to take advantage of its good Attack and Speed, such as Knock Off, Poison Jab, and Megahorn. However, Goldeen is prone to being worn down quickly by entry hazards, Life Orb recoil, and switching into resisted hits, limiting its time on the battlefield. Despite this, Goldeen is still quite an effective hard stop to Volt Switch users.

Physical Attacker
########
name: Physical Attacker
move 1: Waterfall
move 2: Drill Run
move 3: Knock Off
move 4: Poison Jab / Megahorn
ability: Lightning Rod
item: Life Orb / Eviolite
evs: 220 Atk / 36 SpD / 252 Spe
ivs: 9 HP
nature: Jolly

Moves
========

Waterfall is a hard-hitting STAB move, (remove comma) and is Goldeen's best option for breaking past bulky foes. Drill Run is a very important coverage move, as it heavily threatens Electric-types such as Magnemite and Chinchou. Knock Off is quite useful, (comma) as it cripples bulky switch-ins to Goldeen, such as Foongus and Ferroseed. Poison Jab allows Goldeen to OHKO Cottonee and 2HKO Spritzee after Stealth Rock damage. Megahorn is an option to hit most Grass-types harder than Goldeen's other moves.

Set Details
========

Goldeen's Attack and Speed EVs are maximized, allowing Goldeen to hit as hard and fast as possible. A Jolly nature is used so that Goldeen can hit 17 Speed. The remaining EVs give Goldeen a point in Special Defense to let it check special attackers better, specifically Electric-types such as Magnemite and Chinchou. A Life Orb is the preferred item to maximize Goldeen's damage output. Using 0 HP IVs lowers Goldeen's HP to 19, so it only takes 1 damage from Life Orb recoil. Eviolite can instead be used instead to boost Goldeen's defenses, giving it more bulk and switch-in opportunities to switch in at the cost of some firepower. If using Eviolite, the HP IVs can be set to 31. The ability, Lightning Rod, is the main reason Goldeen has a niche; it turns Goldeen from just another mediocre Water-type to one of the best Electric-type counters in the metagame.

Usage Tips
========

Goldeen should be sent in on Electric-types, as it hard walls them thanks to Lightning Rod. Goldeen can destroy most Electric-types one-on-one with Drill Run, but keep in mind that Electric-types without Hidden Power Grass are likely going to switch out of Goldeen. Use this opportunity to predict the switch; Knock Off is a good catch-all move, removing the foe's item.

Team Options
========

Goldeen is quite prone to being worn down quickly due to the amount of switching it does, as well as Life Orb recoil. Therefore, teammates that can remove entry hazards, (comma) such as Archen and Vullaby, (comma) are appreciated. In turn, Goldeen can handle Electric-types for these Pokemon. Fire-types such as Ponyta, Larvesta, and Vulpix make for good teammates, as they can easily break through Grass-types for Goldeen. Any Pokemon who that appreciates a solid switch-in for Electric-types will enjoy having Goldeen as a partner; this includes nearly all Flying- and Water-types. Be sure to have a solid answer to Grass-types if pairing Goldeen with another Water-type. Clerics such as Spritzee and Lickitung pair well with Goldeen, as Goldeen hates all forms of status, (remove comma) and often risks being burned by switching into Chinchou's Scald.

Other Options
########

Aqua Tail is a more powerful option over Waterfall, giving Goldeen a better shot at muscling past bulkier foes, but it comes at the cost of some accuracy. Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves, (remove comma) and discourages them from switching into Goldeen. A mixed or special attacking set is an option to take advantage of Special Attack boosts from Lightning Rod. For example, a +1 Ice Beam hits many Grass-types harder than Megahorn or Poison Jab do. However, these sets tend to be over-reliant on receiving boosts due to Goldeen's measly base 35 Special Attack. Hidden Power Fire can be run to hit Ferroseed, who which doesn't really care about any of Goldeen's other attacks. However, it's still an incredibly weak move, and struggles to get the struggling to 2HKO without significant investment and a Special Attack boost from Lightning Rod. A Swift Swim set is an option, but it's mostly outclassed by other Swift Swim users, and running Swift Swim means giving up Lightning Rod, which is one of Goldeen's defining traits.

Checks & Counters
########

**Grass-types**: Grass-types such as Ferroseed and Foongus can easily tank most of Goldeen's attacks and threaten back with their STAB moves. Foongus risks being 2HKOed by a Life Orb-boosted Knock Off followed by Megahorn, however.

**Status**: Although Goldeen does sport a useful immunity to Thunder Wave, it is still quite vulnerable to many forms of status, such as burn, sleep, and paralyzationsis from non-Electric-type attacks, as they will all severely hamper Goldeen's offensive presence.

**Residual Damage**: Goldeen tends to get worn down quickly from switching into attacks and its lack of reliable recovery. Goldeen can be worn down even quicker if entry hazards such as Stealth Rock and Spikes are present on its side of the field, greatly reducing its longevity.

some notes:

- always have a comma before "as" if it means "because". ex: I wasn't hungry, as I had just eaten breakfast.
but you don't need it if it's like... things are happening simultaneously. ex: He mowed the lawn as I watered the plants.
- don't use "who" to refer to Pokemon; always use "that" or "which". sometimes "whose" is unavoidable, though, so that's okay.
- comma things:
Today, I played tennis, and I baked cookies. (this is okay. it doesn't flow that well because of the unnecessary break, but it's not wrong.)
Today, I played tennis and baked cookies. (this is better. we got rid of the second "I" and the second comma, and now it flows nicely)
Today, I played tennis, and baked cookies. (avoid this!! that second comma doesn't need to be there. or if you want to keep the comma, then make it "and I", like the first example.)

using an example from this analysis:
Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves, and discourages them from switching into Goldeen.
you have two options:
Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves, and it discourages them from switching into Goldeen.
Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves, (remove comma) and discourages them from switching into Goldeen.

besides that...overall, your changes are grammatically correct and probably even flow better/are more concise than the original, but if there's nothing actually wrong with the original text then don't change it. there were many instances in which your change was good, but OP's stuff was also fine, and in those cases you should try to leave it as is. perhaps take a look at this guide - it even has an example with moving "however", which you did in Checks & Counters haha

so I would say to remember those three rules, and try to only change prose if it's incorrect, awkward, or overly long. and if you do change prose, try to maintain OP's diction and tone as best as you can!

Overview
########

Goldeen's ability, Lightning Rod ability, (we already have "Goldeen's ability" at the start of the sentence, so I don't think we need to add another "ability" haha) alongside its Water typing lets it handle several allows it to check and counter (I think the original was alright, though yours is good too) Electric-types such as Magnemite, Chinchou, and Elekid incredibly well. It's one of the best Volt Switch stoppers in the metagame; not only is it immune to Volt Switch, but it also resists many common coverage moves carried by Electric-types (such as?), (would remove comma) and can threaten them back with Drill Run. In addition, Goldeen has a wide variety of coverage options to take advantage of its good Attack and Speed, such as Knock Off, Poison Jab, and Megahorn. However, Goldeen is prone to being worn down quickly by entry hazards, Life Orb recoil, and switching into resisted hits, limiting which limits its time on the battlefield. Despite this, Goldeen is still quite an effective hard stop to Volt Switch users teams relying on Volt Switch.

Physical Attacker
########
name: Physical Attacker
move 1: Waterfall
move 2: Drill Run
move 3: Knock Off
move 4: Poison Jab / Megahorn
ability: Lightning Rod
item: Life Orb / Eviolite
evs: 220 Atk / 36 SpD / 252 Spe
ivs: 9 HP
nature: Jolly

Moves
========

Waterfall is a hard hitting STAB move, and is Goldeen's best option for breaking past bulky foes wallbreaking. Drill Run is a very important coverage move, as it heavily for threatens threatening Electric-types such as Magnemite and Chinchou. Knock Off is quite useful as it for cripples crippling bulky switch-ins to Goldeen, such as Foongus and Ferroseed. For your last slot, you have the choice between Poison Jab, which allows Goldeen to OHKO Cottonee and 2HKO Spritzee after Stealth Rock damage, (AC) and Megahorn, which is an option to hit most Grass-types harder than Goldeen's other moves. (your changes are all good here, though I think OP's stuff was mostly fine too)

Set Details
========

Goldeen's Attack and Speed EVs are maximized, allowing Goldeen to hit as hard and fast as possible. A Jolly nature is used so Goldeen can hit 17 Speed. The remaining EVs give Goldeen a point boost in Special Defense to let it check special attackers better, specifically especially Electric-types such as Magnemite and Chinchou. A Life Orb is the preferred item over Eviolite in order to maximize Goldeen's damage output. Using 0 HP IVs lowers Goldeen's HP to 19, so it only takes 1 allowing it to take minimum damage from Life Orb recoil. Eviolite can instead be used instead to boost Goldeen's defenses, giving it more bulk and switch-in opportunities at the cost of some firepower. If using Eviolite, the HP IVs can be set to 31. The Its ability, Lightning Rod, is the main reason Goldeen has a niche; it turns why Goldeen from just another mediocre is used over other Water-types, in order to one of the best counter Electric-types counters in the metagame.

Usage Tips
========

Goldeen should be sent in on Electric-types, as it hard walls them thanks to Lightning Rod. Goldeen It's capable of can destroy most demolishing (again, OP was alright here. your change is fine but I would have at least had "destroying" instead of "demolishing" to maintain as much of OP's wording as possible.) Electric-types one-on-one with Drill Run, but keep in mind that Electric-types without Hidden Power Grass are likely going to will switch out of Goldeen. Use this An opportunity like this is useful for using Knock Off to predict the switch; Knock Off is a good catch-all move, removing the foe's item.

Team Options
========

Goldeen is quite prone to being easily worn down quickly due to the amount of from switching it does, as well as and the recoil from Life Orb recoil. Therefore, teammates that can remove (it's good to say "entry hazards" occasionally - learned this from Goddess Briyella) hazards such as Archen and Vullaby are appreciated. In turn, Goldeen can handle Electric-types for these Pokemon. Fire-types such as Ponyta, Larvesta, and Vulpix make for are good teammates, due to the fact that as ("as" was fine) they can easily break through Grass-types for Goldeen. Any Pokemon who (don't use "who" to refer to Pokemon; always "that" or "which". "that" would be good here) appreciates a solid switch-in for Electric-types will enjoy having Goldeen as a partner; (Remove Semicolon) this, (AC), which includes nearly all Flying- and Water-types. Be sure to have a solid answer to Grass-types if pairing Goldeen with another Water-type. Clerics such as Spritzee and Lickitung pair well with Goldeen, as Goldeen hates all forms of status, (would remove this comma) and often risks being burned by when switching into Chinchou's Scald.

Other Options
########

Aqua Tail is a more powerful option over Waterfall, giving which allows (OP was okay; if using your change I would remove the comma before "which", or else it sounds like you're talking about Waterfall) Goldeen a better shot a better chance at muscling past bulkier foes, (RC) but it comes at with the cost of some accuracy. Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves, (would remove comma) and discourages them from switching into Goldeen. A mixed or special attacking set is an option to take advantage of Special Attack boosts from Lightning Rod. For example, a +1 Ice Beam hits many Grass-types harder than Megahorn or Poison Jab. However, these sets tend to be over-reliant on receiving boosts due to Goldeen's measly base 35 Special Attack. Hidden Power Fire can be run to hit Ferroseed, who (which) doesn't really care about any of Goldeen's other attacks. However, it's not recommended as its still (always have a comma before "as" if you're using it to mean "because") an incredibly weak move, (would remove comma) and struggles to get the 2HKO without significant investment and a Special Attack boost from Lightning Rod inflict significant damage to the opponent's team. (this removes info that may be important) A Swift Swim set is an option, but it's is mostly (if you make this change, then remove the comma before "but") outclassed by other Swift Swim users, and running Swift Swim means giving up Lightning Rod, which is one of separates Goldeen's defining traits Goldeen from other Water-types. (nothing wrong with the original)

Checks & Counters
########

**Grass-types**: Grass-types such as Ferroseed and Foongus can easily tank most of Goldeen's attacks and threaten back with their STAB moves. However, Foongus risks being 2HKOed by a Life Orb boosted (Life Orb-boosted) Knock Off followed by Megahorn, however.

**Status**: Although Goldeen does sports a useful immunity to Thunder Wave, it is still quite vulnerable to many forms of status, such as burn, sleep, and paralyzation from non Electric-type attacks, (looks clunky but it should be non-Electric-type) as they will all severely hamper Goldeen's offensive presence.

**Residual Damage**: Goldeen tends to get is worn down quickly from switching into attacks, (AC) and cannot heal itself thanks to (comma unnecessary) its lack of reliable recovery. Goldeen can be worn down even quicker if entry hazards such as Stealth Rock and Spikes are present on its side of the field, greatly reducing its longevity.
 
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rubsomebacononit

I was cringe and annoying when I was on smogon RIP
is a Contributor Alumnus
ah... rubsomebacononit seems to be gone, so here's GP 1/2. i'm happy to go over the amcheck though!
also, last time I checked, we still use Lightningrod for some reason, so I think you'll have to change all instances of Lightning Rod to Lightningrod. >__<
Overview
########

Goldeen's ability, Lightning Rod, (remove commas because Goldeen has other abilities) alongside its Water typing lets it handle several Electric-types such as Magnemite, Chinchou, and Elekid incredibly well. It's one of the best Volt Switch stoppers in the metagame; not only is it immune to Volt Switch, but it also resists many common coverage moves carried by Electric-types, (remove comma) and can threaten them back with Drill Run. Goldeen also has a wide variety of coverage options to take advantage of its good Attack and Speed, such as Knock Off, Poison Jab, and Megahorn. However, Goldeen is prone to being worn down quickly by entry hazards, Life Orb recoil, and switching into resisted hits, limiting its time on the battlefield. Despite this, Goldeen is still quite an effective hard stop to Volt Switch users.

Physical Attacker
########
name: Physical Attacker
move 1: Waterfall
move 2: Drill Run
move 3: Knock Off
move 4: Poison Jab / Megahorn
ability: Lightning Rod
item: Life Orb / Eviolite
evs: 220 Atk / 36 SpD / 252 Spe
ivs: 9 HP
nature: Jolly

Moves
========

Waterfall is a hard-hitting STAB move, (remove comma) and is Goldeen's best option for breaking past bulky foes. Drill Run is a very important coverage move, as it heavily threatens Electric-types such as Magnemite and Chinchou. Knock Off is quite useful, (comma) as it cripples bulky switch-ins to Goldeen, such as Foongus and Ferroseed. Poison Jab allows Goldeen to OHKO Cottonee and 2HKO Spritzee after Stealth Rock damage. Megahorn is an option to hit most Grass-types harder than Goldeen's other moves.

Set Details
========

Goldeen's Attack and Speed EVs are maximized, allowing Goldeen to hit as hard and fast as possible. A Jolly nature is used so that Goldeen can hit 17 Speed. The remaining EVs give Goldeen a point in Special Defense to let it check special attackers better, specifically Electric-types such as Magnemite and Chinchou. A Life Orb is the preferred item to maximize Goldeen's damage output. Using 0 HP IVs lowers Goldeen's HP to 19, so it only takes 1 damage from Life Orb recoil. Eviolite can instead be used instead to boost Goldeen's defenses, giving it more bulk and switch-in opportunities to switch in at the cost of some firepower. If using Eviolite, the HP IVs can be set to 31. The ability, Lightning Rod, is the main reason Goldeen has a niche; it turns Goldeen from just another mediocre Water-type to one of the best Electric-type counters in the metagame.

Usage Tips
========

Goldeen should be sent in on Electric-types, as it hard walls them thanks to Lightning Rod. Goldeen can destroy most Electric-types one-on-one with Drill Run, but keep in mind that Electric-types without Hidden Power Grass are likely going to switch out of Goldeen. Use this opportunity to predict the switch; Knock Off is a good catch-all move, removing the foe's item.

Team Options
========

Goldeen is quite prone to being worn down quickly due to the amount of switching it does, as well as Life Orb recoil. Therefore, teammates that can remove entry hazards, (comma) such as Archen and Vullaby, (comma) are appreciated. In turn, Goldeen can handle Electric-types for these Pokemon. Fire-types such as Ponyta, Larvesta, and Vulpix make for good teammates, as they can easily break through Grass-types for Goldeen. Any Pokemon who that appreciates a solid switch-in for Electric-types will enjoy having Goldeen as a partner; this includes nearly all Flying- and Water-types. Be sure to have a solid answer to Grass-types if pairing Goldeen with another Water-type. Clerics such as Spritzee and Lickitung pair well with Goldeen, as Goldeen hates all forms of status, (remove comma) and often risks being burned by switching into Chinchou's Scald.

Other Options
########

Aqua Tail is a more powerful option over Waterfall, giving Goldeen a better shot at muscling past bulkier foes, but it comes at the cost of some accuracy. Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves, (remove comma) and discourages them from switching into Goldeen. A mixed or special attacking set is an option to take advantage of Special Attack boosts from Lightning Rod. For example, a +1 Ice Beam hits many Grass-types harder than Megahorn or Poison Jab do. However, these sets tend to be over-reliant on receiving boosts due to Goldeen's measly base 35 Special Attack. Hidden Power Fire can be run to hit Ferroseed, who which doesn't really care about any of Goldeen's other attacks. However, it's still an incredibly weak move, and struggles to get the struggling to 2HKO without significant investment and a Special Attack boost from Lightning Rod. A Swift Swim set is an option, but it's mostly outclassed by other Swift Swim users, and running Swift Swim means giving up Lightning Rod, which is one of Goldeen's defining traits.

Checks & Counters
########

**Grass-types**: Grass-types such as Ferroseed and Foongus can easily tank most of Goldeen's attacks and threaten back with their STAB moves. Foongus risks being 2HKOed by a Life Orb-boosted Knock Off followed by Megahorn, however.

**Status**: Although Goldeen does sport a useful immunity to Thunder Wave, it is still quite vulnerable to many forms of status, such as burn, sleep, and paralyzationsis from non-Electric-type attacks, as they will all severely hamper Goldeen's offensive presence.

**Residual Damage**: Goldeen tends to get worn down quickly from switching into attacks and its lack of reliable recovery. Goldeen can be worn down even quicker if entry hazards such as Stealth Rock and Spikes are present on its side of the field, greatly reducing its longevity.
Thank you So much. :]
 
Deletions
Additions / Corrections
Comments

Overview
########

Goldeen's ability Lightningrod alongside its Water typing lets it handle several Electric-types such as Magnemite, Chinchou, and Elekid incredibly well. It's one of the best Volt Switch stoppers in the metagame; not only is it immune to Volt Switch, but it also resists many common coverage moves carried by Electric-types and can threaten them back with Drill Run. Goldeen also has a wide variety of coverage options to take advantage of its good Attack and Speed with, such as Knock Off, Poison Jab, and Megahorn. However, Goldeen is prone to being worn down quickly by entry hazards, Life Orb recoil, and switching into resisted hits, limiting its time on the battlefield. Despite this, Goldeen is still quite an a fairly effective hard stop to Volt Switch users.

Physical Attacker
########
name: Physical Attacker
move 1: Waterfall
move 2: Drill Run
move 3: Knock Off
move 4: Poison Jab / Megahorn
ability: Lightningrod
item: Life Orb / Eviolite
evs: 220 Atk / 36 SpD / 252 Spe
ivs: 9 HP
nature: Jolly

Moves
========

Waterfall is a hard-hitting STAB move and is Goldeen's best option for breaking past bulky foes. Drill Run is a very important coverage move, as it heavily threatens Electric-types such as Magnemite and Chinchou. Knock Off is quite useful, as it cripples bulky switch-ins to Goldeen, such as Foongus and Ferroseed. Poison Jab allows Goldeen to OHKO Cottonee and 2HKO Spritzee after Stealth Rock damage; however, Megahorn is an option to hit most Grass-types harder than Goldeen's other moves.

Set Details
========

Goldeen's Attack and Speed EVs are maximized, allowing Goldeen it to hit as hard and fast as possible. A Jolly nature is used so that Goldeen can hit 17 Speed. The remaining EVs give Goldeen a point in Special Defense to let it check special attackers better, specifically especially Electric-types such as Magnemite and Chinchou. A Life Orb is the preferred item to maximize Goldeen's damage output. Using 0 HP IVs lowers Goldeen's HP to 19, so it only takes 1 damage from Life Orb recoil. Eviolite can be used instead to boost Goldeen's defenses, giving it more bulk and opportunities to switch in at the cost of some firepower. If using Eviolite, the HP IVs can be set to 31. The ability, Lightningrod, is the main reason Goldeen has a niche; it turns Goldeen from just another mediocre Water-type to one of the best Electric-type counters in the metagame.

Usage Tips
========

Goldeen should be sent in on Electric-types, as it hard walls them thanks to Lightningrod. Goldeen can destroy most Electric-types one-on-one with Drill Run, but keep in mind that Electric-types without Hidden Power Grass are likely going to switch out of Goldeen anyway. Use this opportunity to predict the switch; Knock Off is a good catch-all move, removing the foe's item.

Team Options
========

Goldeen is quite prone to being worn down quickly due to the amount of switching it does, as well as Life Orb recoil. Therefore, teammates that can remove entry hazards, such as Archen and Vullaby, are appreciated. In turn, Goldeen can handle Electric-types for these Pokemon. Fire-types such as Ponyta, Larvesta, and Vulpix make for good teammates, as they can easily break through Grass-types for Goldeen. Any Pokemon that appreciates a solid switch-in for Electric-types will enjoy having Goldeen as a partner; this includes nearly all Flying- and Water-types. Be sure to have a solid answer to Grass-types if pairing Goldeen with another Water-type. Clerics such as Spritzee and Lickitung pair well with Goldeen, as Goldeen hates all forms of status and often risks being burned by switching into Chinchou's Scald.

Other Options
########

Aqua Tail is a more powerful option over Waterfall, giving Goldeen a better shot at muscling past bulkier foes, but it comes at the cost of some accuracy. Bounce, despite being easily played around, hits Fighting-types and Foongus harder than any of Goldeen's other moves and discourages them from switching into Goldeen. A mixed or special attacking set is an option to take advantage of Special Attack boosts from Lightningrod. For example, a +1 Ice Beam hits many Grass-types harder than Megahorn or Poison Jab do. However, these sets tend to be over-reliant on receiving boosts due to Goldeen's measly base 35 Special Attack. Hidden Power Fire can be run to hit Ferroseed, which doesn't really care about any of Goldeen's other attacks. However, it's still an incredibly weak move, struggling to 2HKO without significant investment and a Special Attack boost from Lightningrod. A Swift Swim set is an option, but it's mostly outclassed by other Swift Swim users, and running Swift Swim means giving up Lightningrod, which is one of Goldeen's defining traits.

Checks & Counters
########

**Grass-types**: Grass-types such as Ferroseed and Foongus can easily tank most of Goldeen's attacks and threaten back with their STAB moves. Foongus risks being 2HKOed by a Life Orb-boosted Knock Off followed by Megahorn, however.

**Status**: Although Goldeen does sport a useful immunity to Thunder Wave, it is still quite vulnerable to many other forms of status, such as burn, sleep, and paralysis from non-Electric-type attacks, as they will all severely hamper Goldeen's offensive presence.

**Residual Damage**: Goldeen tends to get worn down quickly from switching into attacks, (add comma) and its lack of reliable recovery doesn't help. The presence of Goldeen can be worn down even quicker if entry hazards such as Stealth Rock and Spikes are present on its side of the field, greatly reducing its longevity can further reduce its longevity.




GP 2 / 2
 
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