Monotype Alolan Golem (Electric, Trapper) [QC: 3/3] [GP: 2/2] (Written)


QC Checks: maroon / Eien / Mooscial
GP Checks: The Dutch Plumberjack / Electrolyte

[OVERVIEW]

Electric
========

Alolan Golem can opt to use a trapper set centered around Magnet Pull and Air Balloon to greatly help in the Ground, Grass, and Steel matchups, where it can reliably KO Excadrill and Ferrothorn, two of Electric's greatest threats. Specifically, trapping and removing Excadrill lets Alolan Raichu wreak havoc on the opposing team. Additionally, by compressing the roles of Stealth Rock setter and trapper onto Alolan Golem, Electric is free to omit Magnezone from its team, opening up a teamslot for other Pokemon like Zeraora and Thundurus. However, against teams lacking a Steel-type to trap, Alolan Golem often finds itself only setting up Stealth Rock at best. That said, most teams do carry a Steel-type to help with the prevalence of Fairy, so Alolan Golem usually has the opportunity to trap something at some point.

[SET]
name: Trapper
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Punch
move 4: Stone Edge
item: Air Balloon
ability: Magnet Pull
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is useful in problematic matchups, namely Dragon, and since Alolan Golem is the best Stealth Rock setter on Electric, this move is mandatory on such a set. It also lets Alolan Golem be useful outside of trapping threats. Earthquake allows Alolan Golem to OHKO Excadrill most of the time, a potent threat that can outspeed and OHKO many Electric-type Pokemon. Fire Punch serves as Alolan Golem's secondary coverage move and deals great damage to another common threat to Electric in Ferrothorn. Stone Edge is the preferred STAB move, as it allows Alolan Golem to hit common threats like Volcarona and Kyurem-B while also pressuring or KOing opposing Defoggers and spinners, such as Latios and Armaldo, that try to get rid of its Stealth Rock.

Set Details
========

Magnet Pull is what makes this set work, as it allows Alolan Golem to trap threatening Steel-types, namely Excadrill and Ferrothorn. Air Balloon, along with Magnet Pull, enables Alolan Golem to beat all Excadrill variants as long as it doesn't flinch from Iron Head. It also provides the Electric team with a Ground immunity. Maximum investment in Attack and Speed coupled with an Adamant nature makes Alolan Golem as strong as possible and lets it OHKO Excadrill while outspeeding uninvested Mantine, Klefki, and Mega Scizor.

Usage Tips
========

Since this set's main purpose is to trap and KO dangerous Steel-types, Alolan Golem should be brought on the field after a teammate has fainted or via a slow Volt Switch or U-turn to prevent it from taking too much damage or having its Air Balloon popped. Preserve Alolan Golem's Air Balloon when facing an Excadrill team, as it absolutely needs its item in order to reliably KO Excadrill. Therefore, against Steel teams, Alolan Golem should trap Excadrill before attempting to trap another Steel-type like Ferrothorn. In order to trap Excadrill in the Ground matchup, play aggressively against it, even if it means sacrificing a Pokemon, in order to get Alolan Golem on the field for free and trap it. In fact, Alolan Golem puts a great amount of pressure on Ground teams, since Excadrill cannot possibly KO a Pokemon without being trapped in return. Another notable Steel-type Alolan Golem can trap, besides Excadrill and Ferrothorn, is Klefki in the Fairy matchup, as Alolan Golem can stall screen turns and slowly wear Klefki down before KOing it when one of the screens has a single turn remaining. If the opposing team doesn't carry any Steel-type Pokemon, Alolan Golem can then be used to switch into resisted hits, weak damaging moves, or predicted switches to set up Stealth Rock and damage the opposing team as much as possible before it's KOed. Once Alolan Golem fulfills its purposes of trapping Steel-types and setting up Stealth Rock or if it becomes deadweight, namely against Water teams, it can be sacrificed to a strong opposing hit so that a teammate can safely come onto the field and revenge kill the opposing threat. Avoid burns as much as possible, as they halve Alolan Golem's damage output, and at that point, it won't be able to effectively trap Ferrothorn or beat Zapdos anymore.

Team Options
========

All of Alolan Golem's teammates appreciate its ability to trap and KO problematic threats like Excadrill and Ferrothorn. Zeraora greatly eases the would-be painful Normal matchup with Choice Band-boosted Close Combat and heavily pressures Steel teams when used in combination with Alolan Golem. Zapdos can beat Grass-types like Breloom and Tapu Bulu with Heat Wave, while Rotom-W deals with Ground-types that trouble Alolan Golem, such as Mamoswine and Gliscor. Both Zapdos and Rotom-W can remove entry hazards away with Defog and provide another Ground immunity to the team. Tapu Koko can give Alolan Golem the chance to be safely brought on the field with Volt Switch or U-turn so that it can trap Steel-types unharmed. With Taunt, Tapu Koko can also prevent Defoggers like Zapdos from clearing Alolan Golem's Stealth Rock away after it's been KOed. Alolan Raichu can sweep late-game with the continuous chip damage from Alolan Golem's Stealth Rock. Examples of guaranteed OHKOs after Stealth Rock damage include those against Kyurem-B and, after a Nasty Plot Boost, Assault Vest Alolan Muk. With Alolan Golem taking out Excadrill, Alolan Raichu might even be able to drop Focus Blast for Grass Knot to let it swiftly beat Ground teams. Thundurus is a secondary physical attacker that nicely helps Alolan Golem by dealing with Mega Venusaur and Normal teams.

[STRATEGY COMMENTS]
Other Options
=============

Electric
--------
A specially defensive spread of 248 HP / 56 SpD / 204 Spe with a Careful nature can be used to offer Electric teams a secondary switch-in to special moves, letting Alolan Golem set up Stealth Rock multiple times throughout the game while retaining some offensive presence with Galvanize. Unfortunately, this Alolan Golem variant doesn't provide anything that's really valuable for Electric, as it is OHKOed by any Ground-type move and unable to seriously harm or pressure any notable Steel-types, and despite it's defensive investments, it can only afford to switch into resisted special moves and some weaker neutral moves, making this set outclassed in almost every way.

Checks and Counters
===================

Electric
--------
**Water-types**: If Alolan Golem doesn't carry any Electric-type moves, such as with the trapper set, it easily falls prey to most Water-types.

[CREDITS]
- Written by: [[GnralLao]]
- Electric analysis by: [[GnralLao]]
- Quality checked by: [[maroon, 305839], [Eien, 100418], [Moosical, 215618]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Electrolyte, 148071]]
 
Last edited:

maroon

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RMT & Mono Leader
[OVERVIEW]

Electric
========

* Alolan Golem can opt to use a trapper set consisting of Magnet Pull and Air Balloon to greatly help in the Ground, Grass, and Steel matchups where it can reliably KO Excadrill and Ferrothorn, two of Electric's greatest threats.
* However, against teams lacking a Steel-type, this Alolan Golem variant often finds itself to be dead weight, only setting up Stealth Rock at best, which can be hard without a Focus Sash to rely on.

[SET]
name: Trapper
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Punch
move 4: Stone Edge

item: Air Balloon
ability: Magnet Pull
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe



[SET COMMENTS]
Moves
========

* Stealth Rock is useful against problematic matchups, namely Dragon, and since Alolan Golem is the best Stealth Rock setter on Electric, this move is still mandatory on such a set.
* Earthquake allows Alolan Golem to OHKO Excadrill, a potent threat that can outspeed and OHKO many Electric-type Pokemon.
- even with adamant nature eq isnt a guareenteed ohko on excadrill, would say after minor chip damage or clarify that it doesn't outright OHKO it
252+ Atk Golem-Alola Earthquake vs. 0 HP / 0 Def Excadrill: 342-404 (94.7 - 111.9%) -- 68.8% chance to OHKO


* Fire Punch serves as Alolan Golem's secondary coverage move and deals great damage to another common threat to Electric in Ferrothorn.
* Stone Edge is Alolan Golem's strongest and preferred STAB move as it pressures or outright KOes opposing defoggers and spinners, such as Latios and Armaldo, that try to get rid of Alolan Golem's Stealth Rock. In combination with Earthquake, it also forms the infamous EdgeQuake combo, enabling Alolan Golem to hit most of the metagame for neutral damage.
- stone edge isnt really used for pressuring defoggers/spinners as much as it allows Golem to hit targets like Volcarona and Kyurem-B for the type

Set Details
========

* Magnet Pull is what makes this set work, as it allows Alolan Golem to trap threatening Steel-types, namely Excadrill and Ferrothorn.
* Air Balloon, along with Magnet Pull, enables Alolan Golem to beat Excadrill in addition of providing the Electric team with a Ground immunity.
- it beats choice locked excadrill, sd variants on ground beat alolan golem

* Maximum investment in Attack and Speed coupled with an Adamant nature makes Alolan Golem as strong and fast as possible and lets it OHKO Excadrill.

Usage Tips
========

* Since this set's main purpose is to trap and KO dangerous Steel-types, Alolan Golem should be brought on the field after a teammate has fainted or via a slow Volt Switch or U-turn to prevent it from taking too much damage.

* When facing a Ground or Steel team with Excadrill, don't try and tank weak hits with Alolan Golem as it absolutely needs its Air Balloon to safely trap Excadrill, and it takes a substantial amount of damage from Excadrill's coverage moves despite Alolan Golem's decent Defense stat. With that said, it is imperative that, against Steel teams, Excadrill must be Alolan Golem's first target, since other Steel types are either faster than Alolan Golem or cannot be OHKOed by it, which means it'll lose its crucial Air Balloon against those Pokemon before it can trap Excadrill.
- condense this, just talk about preserving its balloon for excadrill so it can beat it in those matchups. talk about it targetting drill first if its on the team then pokemon like ferrothorn etc.

* If the opposing team doesn't carry any Steel-type Pokemon, Alolan Golem can then be used to switch into resisted hits, weak damaging moves, or predicted switches to set up Stealth Rock and damage the opposing team as much as possible before it's KOed.
*Once Alolan Golem's purpose is fulfilled or if it's deadweight, namely against Water and Ghost teams, it can be sacked to a strong opposing hit so that a teammate can safely come onto the field and revenge kill the opposing threat.
- why is it deadweight against ghost, still can be used to take on mons like blace/gengar. remove the deadweight vs ghost completely. also make sure when you say 'alolan golem's purpose' it is clear you mean set stealth rock

* Avoid burns as much as possible as they halve Alolan Golem's damage output and at that point, it will become setup fodder to the many setup sweepers of the metagame, such as Mega Latias and Curse Alolan Muk.
- doesnt really beat either of those mons anyway, would talk about relevant examples it cant really trap/beat effectively anymore like ferrothorn

Team Options
========

* All of Alolan Golem's teammates appreciate it's ability to trap and KO problematic threats like Excadrill and Ferrothorn.
* Zeraora greatly eases the would-be painful Normal matchup with Choice Banded Close Combats, and heavily pressures Steel teams when used in combination with Alolan Golem.
* Zapdos can beat Grass-types like Breloom and Tapu Bulu with Heat Wave, while Rotom-W deals with Ground-types that trouble Alolan Golem, such as Hippowdon and Gliscor. Both Zapdos and Rotom-W can remove entry hazards away with Defog and provide another Ground immunity to the team.

* Tapu Koko sets up Electric Terrain and can give the chance to Alolan Golem to be safely brought on the field with Volt Switch or U-turn so that it can trap Steel-types unharmed.
- also talk about how koko can taunt defoggers (to keep its rocks up) for it like zapdos on flying after its died

* Alolan Raichu benefits from Alolan Golem's Stealth Rock as it secures specific OHKOs, such as against Alolan Muk when at +2 and Kyurem-B, paving the way for a late-game sweep.
- reword this.

* Thundurus is a secondary physical attacker that nicely helps Alolan Golem by dealing with Mega Venusaur and Normal teams.

[STRATEGY COMMENTS]
Other Options
=============

Electric
--------
* For QC: maybe put the SpDef set in OO?
- wait for another qcs input on this


Checks and Counters
===================

Electric
--------
**Water-types**: If Alolan Golem doesn't carry any Electric-type moves, such as with the trapper set, it then easily falls prey to most Water-types.

[CREDITS]
- Written by: [[GnralLao]]
- Electric analysis by: [[GnralLao]]
- Quality checked by: [[maroon, 305839], [name 2, <userid2>], [name 3, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
QC 1/3
 
Last edited:
Overview:
- I think you should elaborate on why trapping Excadrill is so important. Without Excadrill, Alolan Raichu really goes in against those types.
- Compressing Stealth Rock and trapper together is what makes this set so good. Before, we would run Alolan Golem with Magnezone, and that is just so wasteful.
- Not sure how deadweight this set is. While you lack Focus Sash, having Air Balloon does mitigate that issue. A lot of teams have a Steel-type somewhere partially to help with the prevalence of Fairy, so you can often trap something somewhere.

Moves:
- When discussing Stealth Rock, make a note about how it lets Alolan Golem be useful outside of just trapping
- Earthquake OHKOes Excadrill most of the time. Not always.

Set Details:
- Worth noting the Speed helps with outspeeding slow Mantine, Klefki, and Mega Scizor
- Air Balloon beats all Excadrill given that it does not get flinched by Iron Head. Even if it's Life Orb, Earthquake OHKOes after just one instance Life Orb damage, so you win every time you don't get flinched.

Usage Tips:
- Talk about aggressively trying to trap Excadrill in the Ground matchup. This means being willing to sack Pokemon in order to get Alolan Golem in for the guaranteed trap. Also talk about the pressure Alolan Golem puts on Ground, since Excadrill literally can never KO a Pokemon without being trapped in return, which is how this works.
- Talk about trapping Klefki in the Fairy matchup, where you can stall screen turns and get off a free Defog with a teammate after bringing Klefki down to low HP.

Team Options:
- Alolan Raichu is sometimes willing to drop Focus Blast thanks to Alolan Golem taking out Excadrill, letting it run Grass Knot instead to really beat Ground teams.
- Unclear why Tapu Koko's Electric Terrain matters to an Air Balloon Pokemon
- For Rotom-W, Hippowdon doesn't bother Alolan Golem at all. Hippowdon is typically a set that literally cannot touch it if Air Balloon is still unpopped.

Other Options:
- Yes. We will be removing the SpD set and putting it in OO after this is uploaded.

Good work. QC 2/3
 
Implemented and written, thanks!!!

This is now ready for a third and final QC check!

(Also, I didn't know if I had to add the SpDef set's description in OO or let you guys do it once it's uploaded, so I went ahead and wrote it. If you want it taken off, then so be it)
 

Moosical

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QC Checks: maroon / Eien / -
GP Checks: - / -

[OVERVIEW]

Electric
========

Alolan Golem can opt to use a trapper set consisting of Magnet Pull and Air Balloon to greatly help in the Ground, Grass, and Steel matchups where it can reliably KO Excadrill and Ferrothorn, two of Electric's greatest threats. Specifically, trapping and removing Excadrill lets Alolan Raichu wreak havoc against the opposing team. Additionally, compressing the roles of Stealth Rock setter and trapper together, instead of using Magnezone and Galvanize Alolan Golem on the same team, is what makes this set so invaluable for Electric, since it opens up a teamslot for a more valuable teammate, such as Zeraora. The sentence prior to this comment is super long, you could definitely condense it "By condensing roles of Stealth Rock setter and trapper, Electric is free to omit Magnezone from its team, opening up a teamslot for other Pokemon like Zeraora or Thundurus." or something like that. However, against teams lacking a Steel-type to trap, Alolan Golem often finds itself only setting up Stealth Rock at best. On the other hand, most teams do carry a Steel-type to help with the prevalence of Fairy, so Alolan Golem usually has the opportunity to trap something at some point. Finally, setting up Stealth Rock can be hard without a Focus Sash to rely on. Fortunately, Alolan Golem's Air Balloon usually mitigates that issue, as most Pokemon rely on Ground-type moves to KO Alolan Golem. I don't think Eien was saying to expand on this point.

[SET]
name: Trapper
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Punch
move 4: Stone Edge
item: Air Balloon
ability: Magnet Pull
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is useful against problematic matchups, namely Dragon, and since Alolan Golem is the best Stealth Rock setter on Electric, this move is still mandatory on such a set. It also lets Alolan Golem be useful outside of trapping threats. Earthquake allows Alolan Golem to OHKO Excadrill most of the time, a potent threat that can outspeed and OHKO many Electric-type Pokemon, most of the time. Fire Punch serves as Alolan Golem's secondary coverage move and deals great damage to another common threat to Electric in Ferrothorn. Stone Edge is the prefered STAB move as it allows Alolan Golem to hit common threats like Volcarona and Kyurem-B while also pressuring or KOing opposing defoggers and spinners, such as Latios and Armaldo, that try to get rid of Alolan Golem's Stealth Rock.

Set Details
========

Magnet Pull is what makes this set work, as it allows Alolan Golem to trap threatening Steel-types, namely Excadrill and Ferrothorn. Air Balloon, along with Magnet Pull, enables Alolan Golem to beat all Excadrill variants as long as it doesn't get flinched by Iron Head. It also provides the Electric team with a Ground immunity. Maximum investment in Attack and Speed coupled with an Adamant nature makes Alolan Golem as strong as possible and lets it OHKO Excadrill while outspeeding uninvested Mantine, Klefki, and Mega Scizor.

Usage Tips
========

Since this set's main purpose is to trap and KO dangerous Steel-types, Alolan Golem should be brought on the field after a teammate has fainted or via a slow Volt Switch or U-turn to prevent it from taking too much damage or popping its Air Balloon. Preserve Alolan Golem's Air Balloon when facing an Excadrill team, as it absolutely needs its item in order to reliably KO Excadrill. Therefore, against Steel teams, Alolan Golem should trap Excadrill before attempting to trap another Steel-type like Ferrothorn. In order to trap Excadrill in the Ground matchup, play aggressively against Excadrill, even if it means sacking a Pokemon, in order to get Alolan Golem on the field for free and trap it. In fact, Alolan Golem puts a great amount of pressure on Ground teams, since Excadrill cannot possibly KO a Pokemon without being trapped in return, which is how Alolan Golem should be used. Another notable Steel-type Alolan Golem can trap, besides Excadrill and Ferrothorn, is Kelfki in the Fairy matchup. Indeed, once Klefki is trapped, Alolan Golem can stall screen turns and, when Klefki is at low HP, switch out to a defogger to freely clear away Klefki's screens and Spikes, rendering it practically useless. I don't think we should necessarily recommend switching out before Klefki dies, especially if you're recommending stalling screen turns, since that would allow Klefki to reapply 1 screen before fainting, which could be detrimental. If the opposing team doesn't carry any Steel-type Pokemon, Alolan Golem can then be used to switch into resisted hits, weak damaging moves, or predicted switches to set up Stealth Rock and damage the opposing team as much as possible before it's KOed. Once Alolan Golem's pursposes of trapping and setting up Stealth Rock are fulfilled or if it's deadweight, namely against Water teams, it can be sacked to a strong opposing hit so that a teammate can safely come onto the field and revenge kill the opposing threat. Avoid burns as much as possible as they halve Alolan Golem's damage output and at that point, it won't be able to efficiently trap Ferrothorn or beat Zapdos anymore.

Team Options
========

All of Alolan Golem's teammates appreciate it's ability to trap and KO problematic threats like Excadrill and Ferrothorn. Zeraora greatly eases the would-be painful Normal matchup with Choice Banded Close Combats, and heavily pressures Steel teams when used in combination with Alolan Golem. Zapdos can beat Grass-types like Breloom and Tapu Bulu with Heat Wave, while Rotom-W deals with Ground-types that trouble Alolan Golem, such as Mamoswine and Gliscor. Both Zapdos and Rotom-W can remove entry hazards away with Defog and provide another Ground immunity to the team. Tapu Koko can give the chance to Alolan Golem to be safely brought on the field with Volt Switch or U-turn so that it can trap Steel-types unharmed. With Taunt, Tapu Koko can also prevent defoggers like Zapdos from clearing Alolan Golem's Stealth Rock away after it's been KOed. Alolan Raichu can sweep late-game with the help from Alolan Golem's Stealth Rock as it can pave the way for a late-game sweep by chipping health on the opposing team. Examples of guaranteed OHKOs after Stealth Rock damage include, but are not limited to, Kyurem-B and, after a Nasty Plot Boost, Assault Vest Alolan Muk. Alolan Raichu is sometimes willing to drop Focus Blast for Grass Knot, thanks to Alolan Golem taking out Excadrill, to let it swiftly beat Ground teams. Thundurus is a secondary physical attacker that nicely helps Alolan Golem by dealing with M-Venusaur and Normal teams.

[STRATEGY COMMENTS]
Other Options
=============

Electric
--------
A specially defensive spread of 248 / 56 SpD / 204 Spe with a Careful nature can be used to offer Electric teams a secondary switch-in to special moves, letting it set up Stealth Rock multiple times throughout the game while retaining some offensive presence with Galvanize. Unfortunately, this Alolan Golem variant doesn't provide anything that's really valuable for Electric, as it is OHKOed by any Ground-type move, unable to seriously harm or pressure any notable Steel-types, and despite it's defensive investments, it can only afford to switch into resisted special moves and some weaker neutral moves, making this set outclassed in almost every way.

Checks and Counters
===================

Electric
--------
**Water-types**: If Alolan Golem doesn't carry any Electric-type moves, such as with the trapper set, it then easily falls prey to most Water-types.

[CREDITS]
- Written by: [[GnralLao]]
- Electric analysis by: [[GnralLao]]
- Quality checked by: [[maroon, 305839], [Eien, 100418], [name 3, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
Some minor things, but otherwise looks great. QC 3/3
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Electric
========

Alolan Golem can opt to use a trapper set consisting of centered around Magnet Pull and Air Balloon to greatly help in the Ground, Grass, and Steel matchups, (AC) where it can reliably KO Excadrill and Ferrothorn, two of Electric's greatest threats. Specifically, trapping and removing Excadrill lets Alolan Raichu wreak havoc against the opposing team. Additionally, by compressing the roles of Stealth Rock setter and trapper onto Alolan Golem, Electric is free to omit Magnezone from its team, opening up a teamslot for other Pokemon like Zeraora or and Thundurus. However, against teams lacking a Steel-type to trap, Alolan Golem often finds itself only setting up Stealth Rock at best. On the other hand, most teams do carry a Steel-type to help with the prevalence of Fairy, so Alolan Golem usually has the opportunity to trap something at some point.

[SET]
name: Trapper
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Punch
move 4: Stone Edge
item: Air Balloon
ability: Magnet Pull
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is useful against in problematic matchups, namely Dragon, and since Alolan Golem is the best Stealth Rock setter on Electric, this move is still mandatory on such a set. It also lets Alolan Golem be useful outside of trapping threats. Earthquake allows Alolan Golem to OHKO Excadrill most of the time, a potent threat that can outspeed and OHKO many Electric-type Pokemon. Fire Punch serves as Alolan Golem's secondary coverage move and deals great damage to another common threat to Electric in Ferrothorn. Stone Edge is the prefered STAB move, (AC) as it allows Alolan Golem to hit common threats like Volcarona and Kyurem-B while also pressuring or KOing opposing Defoggers and spinners, such as Latios and Armaldo, that try to get rid of Alolan Golem's its Stealth Rock.

Set Details
========

Magnet Pull is what makes this set work, as it allows Alolan Golem to trap threatening Steel-types, namely Excadrill and Ferrothorn. Air Balloon, along with Magnet Pull, enables Alolan Golem to beat all Excadrill variants as long as it doesn't get flinched by flinch from Iron Head. It also provides the Electric team with a Ground immunity. Maximum investment in Attack and Speed coupled with an Adamant nature makes Alolan Golem as strong as possible and lets it OHKO Excadrill while outspeeding uninvested Mantine, Klefki, and Mega Scizor.

Usage Tips
========

Since this set's main purpose is to trap and KO dangerous Steel-types, Alolan Golem should be brought on the field after a teammate has fainted or via a slow Volt Switch or U-turn to prevent it from taking too much damage or popping its Air Balloon. Preserve Alolan Golem's Air Balloon when facing an Excadrill team, as it absolutely needs its item in order to reliably KO Excadrill. Therefore, against Steel teams, Alolan Golem should trap Excadrill before attempting to trap another Steel-type like Ferrothorn. In order to trap Excadrill in the Ground matchup, play aggressively against Excadrill it, even if it means sacking sacrificing a Pokemon, in order to get Alolan Golem on the field for free and trap it. In fact, Alolan Golem puts a great amount of pressure on Ground teams, since Excadrill cannot possibly KO a Pokemon without being trapped in return, which is how Alolan Golem should be used. Another notable Steel-type Alolan Golem can trap, besides Excadrill and Ferrothorn, is Kelfki Klefki in the Fairy matchup, (comma) Indeed, once Klefki is trapped, Alolan Golem can also allowing it to stall screen turns and slowly wear it Klefki down before KOing it when one of the screens has a single turn remaining. If the opposing team doesn't carry any Steel-type Pokemon, Alolan Golem can then be used to switch into resisted hits, weak damaging moves, or predicted switches to set up Stealth Rock and damage the opposing team as much as possible before it's KOed. Once Alolan Golem's pursposes purposes of trapping Steel-types and setting up Stealth Rock are have been fulfilled or if it's deadweight, namely against Water teams, it can be sacked sacrificed to a strong opposing hit so that a teammate can safely come onto the field and revenge kill the opposing threat. Avoid burns as much as possible, (AC) as they halve Alolan Golem's damage output, (AC) and at that point, it won't be able to efficiently trap Ferrothorn or beat Zapdos anymore.

Team Options
========

All of Alolan Golem's teammates appreciate it's its ability to trap and KO problematic threats like Excadrill and Ferrothorn. Zeraora greatly eases the would-be painful Normal matchup with Choice Band-boosted Close Combats, and heavily pressures Steel teams when used in combination with Alolan Golem. Zapdos can beat Grass-types like Breloom and Tapu Bulu with Heat Wave, while Rotom-W deals with Ground-types that trouble Alolan Golem, such as Mamoswine and Gliscor. Both Zapdos and Rotom-W can remove entry hazards away with Defog and provide another Ground immunity to the team. Tapu Koko can give the chance to Alolan Golem the chance to be safely brought on the field with Volt Switch or U-turn so that it can trap Steel-types unharmed. With Taunt, Tapu Koko can also prevent Defoggers like Zapdos from clearing Alolan Golem's Stealth Rock away after it's been KOed. Alolan Raichu can sweep late-game with the help continuous chip damage from Alolan Golem's Stealth Rock as it can pave the way for a late-game sweep by chipping health on the opposing team. Examples of guaranteed OHKOs after Stealth Rock damage include, but are not limited to, Kyurem-B and, after a Nasty Plot Boost, Assault Vest Alolan Muk. Alolan Raichu is sometimes willing to drop Focus Blast for Grass Knot, thanks to Alolan Golem taking out Excadrill, to let it swiftly beat Ground teams. Thundurus is a secondary physical attacker that nicely helps Alolan Golem by dealing with Mega M-Venusaur and Normal teams.

[STRATEGY COMMENTS]
Other Options
=============

Electric
--------
A specially defensive spread of 248 HP / 56 SpD / 204 Spe with a Careful nature can be used to offer Electric teams a secondary switch-in to special moves, letting it Alolan Golem set up Stealth Rock multiple times throughout the game while retaining some offensive presence with Galvanize. Unfortunately, this Alolan Golem variant doesn't provide anything that's really valuable for Electric, as it is OHKOed by any Ground-type move (RC) and unable to seriously harm or pressure any notable Steel-types, and despite it's defensive investments, it can only afford to switch into resisted special moves and some weaker neutral moves, making this set outclassed in almost every way.

Checks and Counters
===================

Electric
--------
**Water-types**: If Alolan Golem doesn't carry any Electric-type moves, such as with the trapper set, it then easily falls prey to most Water-types.

[CREDITS]
- Written by: [[GnralLao]]
- Electric analysis by: [[GnralLao]]
- Quality checked by: [[maroon, 305839], [Eien, 100418], [Moosical, 215618]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <username2>]]
 

Electrolyte

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[OVERVIEW]

Electric
========

Alolan Golem can opt to use a trapper set centered around Magnet Pull and Air Balloon to greatly help in the Ground, Grass, and Steel matchups, where it can reliably KO Excadrill and Ferrothorn, two of Electric's greatest threats. Specifically, trapping and removing Excadrill lets Alolan Raichu wreak havoc against on the opposing team. Additionally, by compressing the roles of Stealth Rock setter and trapper onto Alolan Golem, Electric is free to omit Magnezone from its team, opening up a teamslot for other Pokemon like Zeraora and Thundurus. However, against teams lacking a Steel-type to trap, Alolan Golem often finds itself only setting up Stealth Rock at best. On the other hand, That said, most teams do carry a Steel-type to help with the prevalence of Fairy, so Alolan Golem usually has the opportunity to trap something at some point.

[SET]
name: Trapper
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Punch
move 4: Stone Edge
item: Air Balloon
ability: Magnet Pull
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is useful in problematic matchups, namely Dragon, and since Alolan Golem is the best Stealth Rock setter on Electric, this move is still mandatory on such a set. It also lets Alolan Golem be useful outside of trapping threats. Earthquake allows Alolan Golem to OHKO Excadrill most of the time, a potent threat that can outspeed and OHKO many Electric-type Pokemon. Fire Punch serves as Alolan Golem's secondary coverage move and deals great damage to another common threat to Electric in Ferrothorn. Stone Edge is the prefered preferred STAB move, as it allows Alolan Golem to hit common threats like Volcarona and Kyurem-B while also pressuring or KOing opposing Defoggers and spinners, such as Latios and Armaldo, that try to get rid of its Stealth Rock.

Set Details
========

Magnet Pull is what makes this set work, as it allows Alolan Golem to trap threatening Steel-types, namely Excadrill and Ferrothorn. Air Balloon, along with Magnet Pull, enables Alolan Golem to beat all Excadrill variants as long as it doesn't flinch from Iron Head. It also provides the Electric team with a Ground immunity. Maximum investment in Attack and Speed coupled with an Adamant nature makes Alolan Golem as strong as possible and lets it OHKO Excadrill while outspeeding uninvested Mantine, Klefki, and Mega Scizor.

Usage Tips
========

Since this set's main purpose is to trap and KO dangerous Steel-types, Alolan Golem should be brought on the field after a teammate has fainted or via a slow Volt Switch or U-turn to prevent it from taking too much damage or popping having its Air Balloon popped. Preserve Alolan Golem's Air Balloon when facing an Excadrill team, as it absolutely needs its item in order to reliably KO Excadrill. Therefore, against Steel teams, Alolan Golem should trap Excadrill before attempting to trap another Steel-type like Ferrothorn. In order to trap Excadrill in the Ground matchup, play aggressively against it, even if it means sacrificing a Pokemon, in order to get Alolan Golem on the field for free and trap it. In fact, Alolan Golem puts a great amount of pressure on Ground teams, since Excadrill cannot possibly KO a Pokemon without being trapped in return. Another notable Steel-type Alolan Golem can trap, besides Excadrill and Ferrothorn, is Klefki in the Fairy matchup, (subject of this sentence rn is Klefki, so you gotta switch to Alolan Golem being the subject) as Alolan Golem can also allowing it to stall screen turns and slowly wear Klefki down before KOing it when one of the screens has a single turn remaining. If the opposing team doesn't carry any Steel-type Pokemon, Alolan Golem can then be used to switch into resisted hits, weak damaging moves, or predicted switches to set up Stealth Rock and damage the opposing team as much as possible before it's KOed. Once Alolan Golem's purposes has fulfills its purposes of trapping Steel-types and setting up Stealth Rock have been fulfilled or if it's it becomes deadweight, namely against Water teams, it can be sacrificed to a strong opposing hit so that a teammate can safely come onto the field and revenge kill the opposing threat. Avoid burns as much as possible, as they halve Alolan Golem's damage output, and at that point, it won't be able to efficiently effectively trap Ferrothorn or beat Zapdos anymore.

Team Options
========

All of Alolan Golem's teammates appreciate its ability to trap and KO problematic threats like Excadrill and Ferrothorn. Zeraora greatly eases the would-be painful Normal matchup with Choice Band-boosted Close Combat and heavily pressures Steel teams when used in combination with Alolan Golem. Zapdos can beat Grass-types like Breloom and Tapu Bulu with Heat Wave, while Rotom-W deals with Ground-types that trouble Alolan Golem, such as Mamoswine and Gliscor. Both Zapdos and Rotom-W can remove entry hazards away with Defog and provide another Ground immunity to the team. Tapu Koko can give Alolan Golem the chance to be safely brought on the field with Volt Switch or U-turn so that it can trap Steel-types unharmed. With Taunt, Tapu Koko can also prevent Defoggers like Zapdos from clearing Alolan Golem's Stealth Rock away after it's been KOed. Alolan Raichu can sweep late-game with the continuous chip damage from Alolan Golem's Stealth Rock. Examples of guaranteed OHKOs after Stealth Rock damage include those against Kyurem-B and, after a Nasty Plot Boost, Assault Vest Alolan Muk. With Alolan Golem taking out Excadrill, Alolan Raichu is might even be able sometimes willing to drop Focus Blast for Grass Knot, thanks to Alolan Golem taking out Excadrill, to let it swiftly beat Ground teams. Thundurus is a secondary physical attacker that nicely helps Alolan Golem by dealing with Mega Venusaur and Normal teams.

[STRATEGY COMMENTS]
Other Options
=============

Electric
--------
A specially defensive spread of 248 HP / 56 SpD / 204 Spe with a Careful nature can be used to offer Electric teams a secondary switch-in to special moves, letting Alolan Golem set up Stealth Rock multiple times throughout the game while retaining some offensive presence with Galvanize. Unfortunately, this Alolan Golem variant doesn't provide anything that's really valuable for Electric, as it is OHKOed by any Ground-type move and unable to seriously harm or pressure any notable Steel-types, and despite it's defensive investments, it can only afford to switch into resisted special moves and some weaker neutral moves, making this set outclassed in almost every way.

Checks and Counters
===================

Electric
--------
**Water-types**: If Alolan Golem doesn't carry any Electric-type moves, such as with the trapper set, it then easily falls prey to most Water-types.

GP 2/2
 

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