Golurk QC [0/3]

QC:
GP:



Overview
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+typing gives it 3 immunities; allowing it to spin block, absorb volt switches and act as an added fighting resist. It's one of the only strong physical attackers immune to Fighting
+ high attack stat paired with a stab combination that hits most of the tier for neutral damage.
+decent abilities; iron fist boosts Golurk punching moves like Ice Punch and Thunder Punch whereas No Guard allows Golurk to hit moves like Dynamic Punch and Stone Edge 100% of the time.
+can fill a choice banded wall breaker roll or an offensive stealth rocker role.



-quite slow in NU still; as a result can often be a liability in a matchup versus offensive teams, since it might be consistently in check and never get an oppurtuinity to hit something with its powerful attacks.
-common weakness' to types like Grass, Water and Dark mean it can be checked easily.



Choice Band
########
name: Choice Band
move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Zen Headbutt / Thunder Punch
ability: Iron Fist
item: Choice Band
evs: 100 HP / 252 Atk / 156 Spe
nature: Adamant

Moves
========
-Earthquake is the main STAB move which will deal out the most damage to your opponents. Its Golurk's best STAB move that it can access and thanks to its high base power as well as a choice band, allows Golurk to hit very hard, even on a resist.
-Shadow Punch is Golurk's next option, and completes with Earthquake a dual STAB partnership. This allows Golurk to have some enhanced neutral coverage as well as the capability of taking out bulky psychics thanks to the enhanced STAB power as well as the Iron Fist boost. It also hits all levitating and flying type mons for at least neutral damage, which is why the STAB combination is so good.
-Ice Punch is generally preferred as one of its coverage moves as manages to catch every Grass Type pokemon in the tier for Super Effective Damage, and as a result, enables Golurk to get rid of its Grass Type checks. Pokemon like Torterra, Leafeon and Lilligant. It is also boosted by Iron Fist, increasing its power against neutral targets, and what its trying to hit, turning nearly OHKOes into OHKOes.
-Zen Headbutt, although seemingly providing no useful coverage, the use of Zen Headbutt not only manages to give you an option to bypass Weezing, which would otherwise wall this set.
-Thunder Punch can be used as a mechanism to lure Mantine and Pelipper especially, and OHKO both with a safe 100% accuracy move, both of which are gaining popularity in generation 6.


Set Details
========

- Max Attack so that Golurk can 2HKO most of its targets with the correct coverage move, and allows it to deal the maximum possible damage, even on resistances.
- 148 Speed in order to reach 183 Base Speed. This allows to it to outspeed negative natured Seismitoad, 0 Speed Mantine, 0 Speed Pelipper and 0 Speed Poliwrath as well as threats like Malamar. You can proceed to 2HKO / OHKO all of these threats with the correct coverage move.
-100 HP EVs so that Golurk takes less damage from priority attacks.

Usage Tips
========
-Bring Choice Banded Golurk on a free switch, after you have momentum, or on a double switch.
- Earthquake is the strongest move and the other moves are mainly meant to support it in making it spammable
-If the opponent does have a viable switch in for your main stab, you should be inclined to click one of your coverage moves, that allows you to hit the check for Super-Effective damage and opening up space for other set-up sweepers to clean in the mid-late game.
-Golurk should come in on Poison Type Pokemon as well as Psychic Types and attempt to hit for massive damage on the opposing team, luring in lots of pokemon that Golurk's teammates might have trouble with breaking.
-Golurk is also very slow, so is more useful against bulkier teams than faster ones

Team Options
========

-Faster, Offensive Pokemon; like Sneasel and Lilligant, that share good type synergy with Golurk but also provide a strong avenue to deal with fast pokemon that can threaten golurk with ice and water coverage respectively. Both are also good at picking apart offensive teams for which Golurk cant do much against, as it is built to break bulkier teams and walls.

-Thunder Wave reduces the pressure on Golurk to be consistently outspeeding Pokemon. If you manage to cripple a faster pokemon that would usually check Golurk, it means that you dont have to click a weaker coverage move, and as a result be more threatening. Good partners who provide this type of support are Ferroseed and Miltank. Both of these 2 are capable of catching Pokemon with Thunder Wave / Body Slam respectively and crippling faster threats. They both share decent type synergy with Golurk to boot.

-Fighting Types like Gurdurr make a fantastic partner for Golurk; not only does it easily thrash the bulky Psychics and Poisons, but it can even lure out additional Fighting checks in Pelipper and Weezing with the appropriate coverage move, depending on which is more troublesome.




Stealth Rock
########
name: Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Shadow Punch
move 4: Dynamic Punch / Thunder Punch
ability: No Guard / Iron Fist
item: Leftovers / Colbur Berry
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

Moves
========

-Golurk is a great stealth rock option as it can pressure many of the tiers defoggers and spinners. As a result can consistently get up stealth rock, and keep them there
-Earthquake is the main STAB move, allowing Golurk to deal as much damage as possible to offensive switch ins that try and threaten Golurk out.
-Shadow Punch so Golurk maintains its ability to hit Bulky Psychics like Musharna hard, or even switch in, threaten the Shadow Punch and proceed to settup stealth rocks. Shadow Punch is also useful so you dont need to go through any Xatu mind-games as they switch in.
-The Last move is dependant on your team and set:
-Being able to Dynamic Punch the likes of Crustle and Seismitoad before they move can buy you crucial time to do what you need to, and put them in a tricky situation: set up hazards, or attack. This gives you more oppurtuinities to set-up Stealth Rock.
-Alternatively, Thunder Punch can be used to hit defoggers like Mantine and Pelipper before they get the oppurtuinity to do so.



Set Details
========

-Since Golurk is a more offensive Stealth Rock setter, we decide to maintain a maximum possible attack, with an adamant nature, so that it can threaten the likes of Seismitoad, Ferroseed and Vileplume with 2HKOes with their respected coverage moves.
-Invest the rest of the EVs into Speed so that Golurk can outspeed more threats, for example, Jolly Crustle and Neutral Seismitoad as to confuse them before they decide to attack or set Stealth Rock up.



Usage Tips
========

-This set is best used as a lead that sets up Stealth Rock early-game to punish switches.
-Golurk's three immunities and ability to force out certain threats with its power also give it multiple opportunities to switch in and set up the entry hazard.
-Switching Golurk into Rapid Spin is also good; it prevents the opponent from removing your entry hazards from the field due to its part ghost typing. This means that this can be used as a "fodder" if your opponent is threatening a rapid spin and your need for hazards to remain is greater than Golurks use in the rest of the game.
-Golurk can switch-up its moves depending on the desired target, which will be to mainly hit defoggers like Mantine and Pelipper, so that it can keep the hazards on the field of play, which can be crucial
-Against more offensive teams, its mainly about trying to get a free switch for Golurk into a favourable matchup, whereas against more defensive teams, Golurk would get more switch in oppurtuinities and as a result can settup stealth rock more reliably

Team Options
========

-Flying Type Pokemon; like Swellow and Swanna, whose counters and checks dont appreciate Stealth Rock damage as they either have no reliable recovery or are weak to Stealth Rocks themselves which these type of pokemon can abuse as well. Not to mention the Bulky Rock types that counter common flying types can be hit hard by a STAB Earthquake or Super Effective Dynamic Punch.

-Knock Off Resists such as Granbull, Mega Audino and Hariyama as team mates help Golurk from losing its item, in most cases it needs its item, like Leftovers for a reliable source of Recovery at the end of every turn. This is because Golurk likes to force a lot of switches and benefits heavily from leftovers. It may also need its Colbur Berry, since it allows you to check Normal Types with Knock Off coverage like Zangoose

-Grass Type Pokemon pair particularly well with Golurk as they can switch into most of Golurk's weakness', like Grass itself, Water and also enjoy the support Golurk brings, for example Golurk can be used to switch into Bug Type Pokemon and Poison Type Pokemon. A Pokemon such as Lilligant, Leafeon and Exeggutor pair nicely. However, it must be considered you are leaving yourself exposed to Ice Type attacks to which both types are weak to. Not to mention their checks and counters are of the fire type variety, which are weak to stealth rock.


Other Options
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-Magic Coat on the Stealth Rock Set
-Choice Scarf
-No Guard Dynamic Punch and Stone Edge
-Assault Vest



Checks & Counters
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** Bulky Ground Resists** Pokemon such as Tangela can take Golurk's main STAB move and little damage from the rest of its coverage moves.

** Generally Physically Bulky Pokemon** Pokemon such as Seismitoad and Ferroseed can take most Golurk's hits well and simply stall it out or kill it directly.

**Maintaining Offensive Pressure** Faster, offensive Pokemon with super effective attacks have an advantage over Golurk and can quickly get rid of Golurk by KOing it with their STAB attacks after a double switch.

**Pokemon that can switch in at least once on Golurk's stab** Pokemon that resist Golurk's main stab have an advantage over Golurk, such as Lilligant and Cryogonal, can quickly get rid of Golurk by KOing it with their STAB attacks quickly after switching in.
 
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Stealth Rock + 3 attacks is still viable I'd say. I am currently using this set in the No Guard varient though I am sure there can be an Iron Fist varient too
 

Punchshroom

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Moves
========
-Earthquake is the main STAB move which will deal out the most damage to your opponents. Its Golurk's best STAB move that it can access and thanks to its high base power as well as a choice band, allows Golurk to hit very hard, even on a resist.
-Drain Punch is Golurk's second choice of move. This allows Golurk to recover some HP back as well as providing useful coverage for dark types. This move is boosted by Iron Fist to buff its relatively low base power.
-Stone Edge is Golurk's third coverage move. With Golurk being extremely happy to go for Earthquake, Flying Type Pokemon are going to want to switch in. As a result, we run Stone Edge to catch opposing Flying Pokemon on the switch-in. For example, both Pelipper and Mantine are OHKOed by Stone Edge after Stealth Rock damage.
-The final coverage move is preference, and is completely dependant on what you want to lure.
-Ice Punch is generally preferred as it manages to catch every Grass Type pokemon in the tier for Super Effective Damage, and as a result, enables Golurk to get rid of its Grass Type checks. It is also boosted by Iron Fist, increasing its power against neutral targets, and what its trying to hit, turning nearly OHKOes into OHKOes.
-Thunder Punch is used as a mechanism to lure Mantine and Pelipper especially, and OHKO both with a safe 100% accuracy move, rather than having to rely on the 80% of Stone Edge to guarantee the KO.
-Fire Punch is used for OHKOing the likes of Ferroseed. Its also used as an alternative method of hitting Grass Types however isn't as effective since Ferroseed is 2HKOed by Drain Punch and some Grass Types (for example Cradily) aren't hit super effectively by it. Also boosted by Iron Fist
-Finally you could opt for Shadow Punch. Gives better neutral coverage with Earthquake however due to low base power and lack of super effective coverage offered, it generally isnt preferred. Boosted by Iron Fist.
- Drain Punch doesn't seem like the 'second move choice' for Golurk really. It offers pretty much zero coverage alongside Earthquake and is really a luxury move at best due to its healing. Why would Golurk need coverage on Dark-types (or indeed, almost every Fighting-weak target) when most get completely destroyed by Earthquake? It does 2HKO Ferroseed 100% of the time and even yields a net gain in health despite Iron Barbs, so there is that.
- Stone Edge's main target is pretty much only Flying-types, but doesn't seem to hit much that Ice Punch and even Thunder Punch would not, and it even has a chance to miss. Like, it does OHKO Eviolite Scyther, but Ice / Thunder Punch still does like 36% minimum to Roosting Evio Scyther, meaning the moment Scyther stops Roosting it gets knocked out. Stone Edge seems very unecessary as a result.
- Ice Punch hits pretty much all of the Flying-types that Stone Edge would, but it also nets extra coverage on Grass-types. However, keep in mind it doesn't hit that much Grass-types: the only truly relevant ones would be Lilligant, Leafeon, Cacturne (though Drain Punch also works), Tangela, and Torterra, while other Grass-types are better off hit with other attacks.
- Thunder Punch is primarily for Pelipper and Mantine, OHKOing the former and hitting both Pokemon more reliably. It still nets good coverage on other Flying-types though, bar Rotom-S (which takes a lot from Shadow Punch anyway).
- Fire Punch is heavily overshadowed by Ice Punch; you hit precisely one single target harder and lose out on coverage against Flying-types.
- This is the biggest one, and I dislike how you downplay it. Golurk wants Shadow Punch as it is one of the tier's hardest hitters against the bulky Psychics, which is an important niche; hitting a Musharna for 70-82% is glorious. It also hitting Uxie and Mesprit which your current set misses out on, and even yields coverage against things like Rotom, Xatu, Claydol, and Gourgeist. It's way better than Drain Punch, Stone Edge, and Fire Punch, that's for sure.

The thing is that Golurk's moveset shouldn't really see that much change from its sets in the previous meta, perhaps with a slightly bigger nod to Thunder Punch since Mantine (and to a lesser extent, Pelipper) are getting more common. I think it's better for you to base your analysis of Soulblaster's sets while giving them slight tweaks (ex: Thunder Punch is likely better than Fire Punch on the SR set to at least ward off Defoggers), and maybe even tweak the EV spread (speed, in particular) since Golurk shouldn't be used exclusively in the context of Sticky Web anymore.

More importantly, include the more recent arrivals to the meta as either new targets, new obstacles, and new threats. Because revamp and whatnot :/
 
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- Drain Punch doesn't seem like the 'second move choice' for Golurk really. It offers pretty much zero coverage alongside Earthquake and is really a luxury move at best due to its healing. Why would Golurk need coverage on Dark-types (or indeed, almost every Fighting-weak target) when most get completely destroyed by Earthquake? It does 2HKO Ferroseed 100% of the time and even yields a net gain in health despite Iron Barbs, so there is that.
- Stone Edge's main target is pretty much only Flying-types, but doesn't seem to hit much that Ice Punch and even Thunder Punch would not, and it even has a chance to miss. Like, it does OHKO Eviolite Scyther, but Ice / Thunder Punch still does like 36% minimum to Roosting Evio Scyther, meaning the moment Scyther stops Roosting it gets knocked out. Stone Edge seems very unecessary as a result.
- Ice Punch hits pretty much all of the Flying-types that Stone Edge would, but it also nets extra coverage on Grass-types. However, keep in mind it doesn't hit that much Grass-types: the only truly relevant ones would be Lilligant, Leafeon, Cacturne (though Drain Punch also works), Tangela, and Torterra, while other Grass-types are better off hit with other attacks.
- Thunder Punch is primarily for Pelipper and Mantine, OHKOing the former and hitting both Pokemon more reliably. It still nets good coverage on other Flying-types though, bar Rotom-S (which takes a lot from Shadow Punch anyway).
- Fire Punch is heavily overshadowed by Ice Punch; you hit precisely one single target harder and lose out on coverage against Flying-types.
- This is the biggest one, and I dislike how you downplay it. Golurk wants Shadow Punch as it is one of the tier's hardest hitters against the bulky Psychics, which is an important niche; hitting a Musharna for 70-82% is glorious. It also hitting Uxie and Mesprit which your current set misses out on, and even yields coverage against things like Rotom, Xatu, Claydol, and Gourgeist. It's way better than Drain Punch, Stone Edge, and Fire Punch, that's for sure.

The thing is that Golurk's moveset shouldn't really see that much change from its sets in the previous meta, perhaps with a slightly bigger nod to Thunder Punch since Mantine (and to a lesser extent, Pelipper) are getting more common. I think it's better for you to base your analysis of Soulblaster's sets while giving them slight tweaks (ex: Thunder Punch is likely better than Fire Punch on the SR set to at least ward off Defoggers), and maybe even tweak the EV spread (speed, in particular) since Golurk shouldn't be used exclusively in the context of Sticky Web anymore.

More importantly, include the more recent arrivals to the meta as either new targets, new obstacles, and new threats. Because revamp and whatnot :/
What would put as the main move set for band, and what should be slashed?

Also, while I'm on the topic, what would you think would be suitable for a stealth rock set move set? SR Dual Stab coverage/magic coat?
 

boltsandbombers

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What would put as the main move set for band, and what should be slashed?

Also, while I'm on the topic, what would you think would be suitable for a stealth rock set move set? SR Dual Stab coverage/magic coat?
Going along with what punch said about basing this off of the xy analysis and just making tweaks to reflect metagame changes and such, here is what the sets were (I know punch linked the xy analysis but I felt it's helpful to have the sets cp/d over so I can comment on what should be changed):

Choice Band
########
name: Choice Band
move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Drain Punch
ability: Iron Fist
item: Choice Band
evs: 120 HP / 252 Atk / 136 Spe
nature: Adamant

This EV spread is ass because it was meant to outspeed adamant sawk with sticky web up, and webs is such a bad playstyle in this meta that an ev spread should not be based off of it. I'll poke around with the speed tiers to see what it should outpace. If you have any ideas for an ev spread, that would be cool as well.
Rehashing what punch said, shadow punch must have its own moveslot on both sets with the prevalence of bulky psychic types.
Drain Punch seems meh on band since it was supposedly meant for dark types, but this seems illogical since most if not all dark types (cacturne is the mere exception) are whopped by an EQ.

Stealth Rock
########
name: Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Shadow Punch
move 4: Ice Punch / Fire Punch / Drain Punch
ability: Iron Fist
item: Leftovers
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Magic Coat is /ok/ at best but doesnt deserve a slash on the stealth rock set, at least in oo, maybe moves mention.
Give Colbur a mention in set details for this set at the least, maybe even a slash.
SR dual stab and a coverage move in 4th slot is how it should look, backing support behind thunderpunch > fire punch.
I'm not seeing that much merit to drain punch in general besides 2hkoing ferroseed, and the punches seem much more worthwhile to use as they hit the same targets as drain punch, and I feel drain punch should be docked down to a moves mention.
 

Punchshroom

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Actually, I had something else in mind for CB.

EQ, Shadow Punch, and Ice Punch alone make Golurk absurdly hard to wall, so those make the first 3 moves. The last move is intended to pick out any remaining mons that can stand up to it. Thunder Punch easily OHKOes Pelipper which isn't 2HKOed by any move Golurk currently has (even the bulkiest of Mantine risk a high chance of getting 2HKOed by Shadow Punch). The next move is actually Zen Headbutt, which cleanly 2HKOes Weezing. This is the move set I envisioned for the Choice Band set:

move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Zen Headbutt / Thunder Punch

HJAD Zen gets the first slash as Weezing is currently more relevant and TPunch's coverage can get redundant. However, do note Zen Headbutt only really works on the switch, while TPunch is more likely to catch its target, aka Pelipper, off guard off the bat.

You can even add in Team Options that Golurk makes a fantastic partner for Fighting-types; not only does it easily thrash the bulky Psychics and Poisons, but it can even lure out additional Fighting checks in Pelipper and Weezing with the appropriate coverage move, depending on which is more troublesome.

Not too familiar with the SR set to offer additional advice :[
 
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Punchshroom
boltsandbombers
this is now ready for quality check analysis.
Punchshroom i used soul blasters analysis as a prompt through out so most of the team options are similar.

Also, im not sure if the other options set is extensive enough, im also not sure if assault vest should even have a place in OO. For sure, if someone used av golurk on me on the ladder i would call him a noob lol
 

Blast

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HJAD please try not to rely on the old analysis too much, let's just say this is getting revamped for a reason lol

For example Usage Tips and Team Options in particular need heavy reworking, they don't explain much at all. UT is bland and worded weirdly, while TO hardly lists anything and a couple things that are listed are unnecessary.

The Overview also doesn't explain much right now other than "this is Golurk's stats and typing." What it should cover is what it does in the metagame, what roles it fills, what niches it has over similar mons, how good it is at its job, reasons not to use it, etc.
 
HJAD please try not to rely on the old analysis too much, let's just say this is getting revamped for a reason lol

For example Usage Tips and Team Options in particular need heavy reworking, they don't explain much at all. UT is bland and worded weirdly, while TO hardly lists anything and a couple things that are listed are unnecessary.

The Overview also doesn't explain much right now other than "this is Golurk's stats and typing." What it should cover is what it does in the metagame, what roles it fills, what niches it has over similar mons, how good it is at its job, reasons not to use it, etc.
Is it possible to have some team options thrown at me. Bar para / webs support, and cleric I don't see what else would increase golurks effectiveness to a next level.

Will implement changes so though, I have a busy day today.
 

Punchshroom

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You can even add in Team Options that Golurk makes a fantastic partner for Fighting-types; not only does it easily thrash the bulky Psychics and Poisons, but it can even lure out additional Fighting checks in Pelipper and Weezing with the appropriate coverage move, depending on which is more troublesome.
You don't have to focus on Golurk's effectiveness in a vaccuum. You could instead look at the kind of support it brings to a team and what Pokemon benefit from said support. In Golurk's case, being able to crush many Fighting resists and offer good offensive synergy makes it a good teammate for Fighting-types.

You have to be familiar with Golurk's role (what it does) and what it functions best against. CB Golurk is obviously a wallbreaker, but what kind of Pokemon does it especially trouble / have a favorable matchup against? If there are Pokemon that lure in certain mons that Golurk has an easy time against, they already make for decent teammates. You also have to consider the situations Golurk would falter in. Its low speed and weaknesses mean it would have a hard time against faster offensive teams, so you should pack teammates that can pick up the slack against offense. Since Golurk has a pretty bad matchup against offense, its teammates should do so well against offense that Golurk's presence won't be missed. Don't worry if Golurk doesn't contribute well in all matches; as long as it excels in its favorable matchups, it can already carry its weight for its teammates (Golurk can break balance / stall for teammates that struggle to do the same).
 

Punchshroom

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Well your Team Options formatting is done incorrectly, I suggest you refer to other analyses to see how things are done.

The Speed investment on CB Golurk seems very arbitrary. You claim to be outspeeding the bulky Waters, though I can clearly see you've merely adopted this from the previous set's intentions of outspeeding Adamant Sawk under Web and you're outspeeding said bulky Waters by a noticeable amount. The fastest slow threat I recommend Golurk outspeeding would be Malamar, which Golurk needs at least 148 Speed EVs to do so.

Discussed with QC team regarding SR Golurk. No Guard DynamicPunch is not actually a bad last move to have, as this Golurk is not focused primarily on breaking down bulky walls but simply as a Stealth Rock setter with offensive presence (and can spinblock I guess), and Dynamic Punch helps accentuate that. On the other hand, you can still keep Iron Fist and slash Thunder Punch after DPunch in order to ward off Defoggers. The set:

name: Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Shadow Punch
move 4: Dynamic Punch / Thunder Punch
ability: No Guard / Iron Fist
item: Leftovers / Colbur Berry

I'm still not exactly comfortable with having minimal speed on Golurk; it much prefers to outrun whatever it can instead of trying to tank hits with its iffy defensive typing. Being able to Dynamic Punch the likes of Crustle and Seismitoad before they move can buy you crucial time to do what you need to, and put them in a tricky situation: set up hazards, or attack? Or you could simply Thunder Punch the Mantine before it gets the chance to Defog. A spread of 4 HP / 252 Atk / 252 Spe @ Adamant can hit the speed necessary to outspeed Jolly Crustle while not reducing its damage output. Also, considering how vulnerable Golurk can be to faster threats, even a Focus Sash seems more appealing than Leftovers, since Golurk can land a brutal hit on most faster attackers.

Finally, not gonna lie, but your Team Options are still very lackluster and not up to snuff. Sticky Web is still mentioned even though it shouldn't be nowadays. Paralysis support is nice but not necessarily required; what is required would be teammates that can do well against faster offensive teams, which you still have yet to list any of. Offensive teammates still include only Fighting-types, and unless you simply don't have the metagame knowledge you can probably find more examples (Flying-types, Normal-types, even Fire-types). I'd imagine SR Golurk's teammates to be far more offensive in order to take advantage of SR, instead of clerics. What kinds of Pokemon enjoy having SR on the opponent's side the most (hint: Pokemon whose checks and counters are SR weak)?
 
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boltsandbombers

i'm sorry mr. man
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Overview needs a lot of work.
+typing gives it 3 immunities
So what? I mean, thats cool and all, but what does it do? Do those immunities allow it to check certain threats as an offensive Pokemon?
+extremely power base attack stat, paired with strong STAB earthquake
Just say high attack stat paired with a stab combination that hits most (if not all idk) of the tier for neutral damage.
+decent abilities
What are they? Why are they good?
+strong movepool; its has the capability of wall breaking every Pokemon in the tier currently.
Idk about this, I'd really leave it at stating it has an excellent movepool since while yes it can break every defense mon with the cb set, its prediction reliant as fuck (maybe add this to overview somewhere) and if you click one move its pretty easy to take advantage of.
+can fill a choice banded wall breaker roll or an offensive stealth rocker roll.
I know this is just a spelling error, but it's role not roll lol this isnt about food
+faster than most other ground types in the NU tier currently (e.g Rhydon, Torterra and Mega Camerupt.)
This is pointless, remove it. If anything just say it can outpace common defensive mons but even that is pretty arbitrary.
-common weakness' to types like Grass, Water and Dark mean it can be checked easily.
-commonly used pokemon wall Golurk
Such as????
Please add more examples.

-Shadow Punch is Golurk's next option, and completes with Earthquake a dual STAB partnership. This allows Golurk to have some enhanced neutral coverage as well as the capability of taking out bulky psychics thanks to the enhanced STAB power as well as the Iron Fist boost.
Add that it hits all levitating and flying type mons for at least neutral damage, which is why its stab combo is so good.
-Ice Punch is generally preferred as one of its coverage moves as manages to catch every Grass Type pokemon in the tier for Super Effective Damage, and as a result, enables Golurk to get rid of its Grass Type checks. It is also boosted by Iron Fist, increasing its power against neutral targets, and what its trying to hit, turning nearly OHKOes into OHKOes.
Again, examples. Add them.

Not a huge fan of tpunch on the banded set since its more relevant to hit the defog mons which is more useful on the sr set, and mantine and pelipper are both 2hkoed after sr by shadow punch so...

Change the spread to what punch suggested for now, but my issue with that is the on-site set for malamar has 12 evs and we can't creep specific ev spreads on analyses.

I'll look at usage tips and other stuff later, but team options is pretty lackluster as well.
Read what punch said and please format it correctly.

I'll look at other stuff later.
 

Blast

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Comments in bold, remove the points I put strikeout through since they're redundant
+typing gives it 3 immunities; allowing it to spin block, absorb volt switches and act as an added fighting resist. Expand on this point, mention it's one of the only strong physical attackers immune to Fighting
+relatively bulky
+ high attack stat paired with a stab combination that hits most of the tier for neutral damage.
+decent abilities; iron fist boosts Golurk punching moves like Ice Punch and Thunder Punch whereas No Guard allows Golurk to hit moves like Dynamic Punch and Stone Edge 100% of the time.
+strong movepool
+can fill a choice banded wall breaker roll or an offensive stealth rocker roll. Like bolts said it's "role" not "roll"



-quite slow in NU still
-common weakness' to types like Grass, Water and Dark mean it can be checked easily.
-commonly used pokemon wall Golurk, such as Seismitoad and Prinplup Toad and Prinplup don't counter it, they take a lot from even non-CB EQ. They do check it but that goes more with the point above.
-knock off weak
-typing gives it 5 common weakness' and 3 not very common resists

-can often be a liability in a matchup versus offensive teams, since it might be consistently in check and never get an oppurtuinity to hit something with its powerful attacks. You can combine this with the first point of being slow



Choice Band
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name: Choice Band
move 1: Earthquake
move 2: Shadow Punch
move 3: Ice Punch
move 4: Zen Headbutt / Thunder Punch
ability: Iron Fist
item: Choice Band
evs: 108 HP / 252 Atk / 148 Spe bump this up a bit, 100 / 252 / 156 is fast enough to beat neutral min Toad
nature: Adamant Nature

Moves
========
-Earthquake is the main STAB move which will deal out the most damage to your opponents. Its Golurk's best STAB move that it can access and thanks to its high base power as well as a choice band, allows Golurk to hit very hard, even on a resist.
-Shadow Punch is Golurk's next option, and completes with Earthquake a dual STAB partnership. This allows Golurk to have some enhanced neutral coverage as well as the capability of taking out bulky psychics thanks to the enhanced STAB power as well as the Iron Fist boost. It also hits all levitating and flying type mons for at least neutral damage, which is why the STAB combination is so good.
-Ice Punch is generally preferred as one of its coverage moves as manages to catch every Grass Type pokemon in the tier for Super Effective Damage, and as a result, enables Golurk to get rid of its Grass Type checks. Pokemon like Torterra, Leafeon and Lilligant. It is also boosted by Iron Fist, increasing its power against neutral targets, and what its trying to hit, turning nearly OHKOes into OHKOes.
-Zen Headbutt, although seemingly providing no useful coverage, the use of Zen Headbutt not only manages to give you an option to bypass Weezing, which would otherwise wall this set.
-Thunder Punch can be used as a mechanism to lure Mantine and Pelipper especially, and OHKO both with a safe 100% accuracy move, both of which are gaining popularity in generation 6.


Set Details
========

- Max Attack so that Golurk can 2HKO most of its targets with the correct coverage move, and allows it to deal the maximum possible damage, even on resistances.
- 148 Speed in order to reach 183 Base Speed. This allows to it to outspeed negative natured Seismitoad, 0 Speed Mantine, 0 Speed Pelipper and 0 Speed Poliwrath as well as threats like Malamar. You can proceed to 2HKO / OHKO all of these threats with the correct coverage move.
-108 HP EVs so that Golurk takes less damage from priority attacks. Specifically, 120 HP EVs allows you to survive a +2 Aqua Jet from non Life Orb Physical Samurott.
-Adamant Nature so that Golurk can hit harder on the resistances of its moves, allows it to deal maximum possible damage versus its opponents.

Usage Tips
========
-Bring Choice Banded Golurk on a free switch, after you have momentum, or on a double switch.
-If the opponent has No Ground Immunities or their ground resist has been weakened sufficiently, click Earthquake for a guranteed 2HKO on all of the meta. This point is super obvious, of course you should click your strongest move if resists are weakened. Just say EQ is the strongest move and the other moves are mainly meant to support it in making it spammable
-If the opponent does have a viable switch in for your main stab, you should be inclined to click one of your coverage moves, that allows you to hit the check for Super-Effective damage and opening up space for other set-up sweepers to clean in the mid-late game.
-It is possible to bring in Golurk, thats to its great bulk, on a boosting Psychic type like Musharna and do massive damage thanks to its STAB Iron Fist Boosted Shadow Punch. Redundant with the point below it
-Golurk should come in on Poison Type Pokemon as well as Psychic Types and attempt to hit for massive damage on the opposing team, luring in lots of pokemon that Golurk's teammates might have trouble with breaking.
-Golurk is also very slow, so naturally, it would struggle versus more offensive teams, however, it can provide support for them when it gets a free switch in by breaking the walls that contain them relatively reliably, and as a result making it easier to sweep with your late game, faster cleaners than it would have been without Golurk. Walls aren't used on offense, so this makes no sense. Just say that Golurk is more useful against bulkier teams than faster ones

Team Options
========

-Faster, Offensive Pokemon; like Sneasel and Lilligant, that share good type synergy with Golurk but also provide a strong avenue to deal with fast pokemon that can threaten golurk with ice and water coverage respectively. Both are also good at picking apart offensive teams for which Golurk cant do much against, as it is built to break bulkier teams and walls.

-Thunder Wave reduces the pressure on Golurk to be consistently outspeeding Pokemon. If you manage to cripple a faster pokemon that would usually check Golurk, it means that you dont have to click a weaker coverage move, and as a result be more threatening. Good partners who provide this type of support are Ferroseed and Miltank. Both of these 2 are capable of catching Pokemon with Thunder Wave / Body Slam respectively and crippling faster threats. They both share decent type synergy with Golurk to boot.

-Fighting Types like Gurdurr make a fantastic partner for Golurk; not only does it easily thrash the bulky Psychics and Poisons, but it can even lure out additional Fighting checks in Pelipper and Weezing with the appropriate coverage move, depending on which is more troublesome.




Stealth Rock
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name: Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Shadow Punch
move 4: Dynamic Punch / Thunder Punch
ability: No Guard / Iron Fist
item: Leftovers / Colbur Berry / Focus Sash Idt Sash should be slashed right now, if someone wants to argue for it that's fine but for now just give it a good mention in Set Details
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

Moves
========

-Stealth Rock effectively negates the effect of Sturdy and Focus Sash, and it can also inflict a hefty chunk of damage against Pokemon with a weakness to Rock on the switch. Everyone knows this. Explain ~why~ Golurk is a good user of SR.
-Earthquake is the main STAB move, allowing Golurk to deal as much damage as possible to offensive switch ins that try and threaten Golurk out.
-Shadow Punch so Golurk maintains its ability to hit Bulky Psychics like Musharna hard, or even switch in, threaten the Shadow Punch and proceed to settup stealth rocks. Shadow Punch is also useful so you dont need to go through any Xatu mind-games as they switch in.
-The Last move is dependant on your team and set:
-Being able to Dynamic Punch the likes of Crustle and Seismitoad before they move can buy you crucial time to do what you need to, and put them in a tricky situation: set up hazards, or attack. This gives you more oppurtuinities to set-up Stealth Rock.
-Alternatively, Thunder Punch can be used to hit defoggers like Mantine and Pelipper before they get the oppurtuinity to do so.



Set Details
========

-Since Golurk is a more offensive Stealth Rock setter, we decide to maintain a maximum possible attack, with an adamant nature, so that it can threaten the likes of Seismitoad, Ferroseed and Vileplume with 2HKOes with their respected coverage moves.
-Invest the rest of the EVs into Speed so that Golurk can outspeed more threats, for example, Jolly Crustle and Neutral Seismitoad as to confuse them before they decide to attack or set Stealth Rock up.
-Leftover 4 EVs can be invested anywhere. The preferred place is generally HP since it allows you to tank hits slightly easier and put rolls more in your favour.

Usage Tips
========

-This set is best used as a lead that sets up Stealth Rock early-game to punish switches.
-Golurk's three immunities and ability to force out certain threats with its power also give it multiple opportunities to switch in and set up the entry hazard.
-Switching Golurk into Rapid Spin is also good; it prevents the opponent from removing your entry hazards from the field. This is incredibly vague. What does it do afterward? It's not even like it beats most spinners (Cryo lols and SD Sandslash beats you as well.

You also fail to explain anything other than "lead, set up rocks, and 'switch into Rapid Spin.' " What else does it do and how does it make use of the rest of its moves? How does its playstyle change against different teams?

Team Options
========

-Flying Type Pokemon; like Swellow and Swanna, whose counters and checks dont appreciate Stealth Rock damage as they either have no reliable recovery or are weak to Stealth Rocks themselves which these type of pokemon can abuse as well. Not to mention the Bulky Rock types that counter common flying types can be hit hard by a STAB Earthquake or Super Effective Dynamic Punch.

-Cleric Support such as Musharna and Miltank do extremely well in this roll as they share good typing synergy with Golurk and allow it to heal status induced by a Toxic or Will-O-Wisp as Golurk tryed to set-up Stealth Rock Clerics aren't necessary support, you shouldn't be staying in on WoW anyway

-Knock Off Resists such as Granbull, Mega Audino and Hariyama as team mates help Golurk from losing its item, in most cases it needs its item, like Leftovers for a reliable source of Recovery at the end of every turn. This is because Golurk likes to force a lot of switches and benefits heavily from leftovers. It may also need its Colbur Berry, since it allows you to check Normal Types with Knock Off coverage like Zangoose

-Grass Type Pokemon pair particularly well with Golurk as they can switch into most of Golurk's weakness', like Grass itself, Water and also enjoy the support Golurk brings, for example Golurk can be used to switch into Bug Type Pokemon and Poison Type Pokemon. A Pokemon such as Lilligant, Leafeon and Exeggutor pair nicely. However, it must be considered you are leaving yourself exposed to Ice Type attacks to which both types are weak to. Not to mention their checks and counters are of the fire type variety, which are weak to stealth rock.


Other Options
########

-Magic Coat on the Stealth Rock Set
-Choice Scarf
-No Guard Dynamic Punch and Stone Edge
-Assault Vest



Checks & Counters
########

**Physically Bulky Pokemon** Pokemon such as Weezing and Tangela can take most Golurk's hits well and simply stall it out or kill it directly.

**Will-O-Wisp**: Will-O-Wisp is threatening to Golurk, as it lowers Golurk's Attack stat and whittles its HP down. For example, Weezing and Rotom are the main inducers of this status.

**Fast, Offensive Pokemon** Faster, offensive Pokemon with super effective attacks have an advantage over Golurk, such as Lilligant and Cryogonal, can quickly get rid of Golurk by KOing it with their STAB attacks.

This section needs way more detail. Split 'physically bulky mons' into a section for bulky Ground resists (Tangela and Weezing) and another for just general shit than can take some hits from it like Seismitoad and Ferroseed. Remove Wisp. Split 'fast offensive mons' into a section for mons that can switch in on at least one of Golurk's main STABs (Lilligant for example) and force it out, and another section for simply maintaining offensive pressure on it with fast stuff.
 

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