Golurk (Analysis)

Would a 4 attack set with Ice Beam and a Brave nature work? It seems a shame not to use Ice Beam somewhere on something that is walled by gliscor so badly.
 
Would a 4 attack set with Ice Beam and a Brave nature work? It seems a shame not to use Ice Beam somewhere on something that is walled by gliscor so badly.

I tried it but even with 88 SpA EVs it doesn't OHKO... (it does a bit more than 80% iirc)

And I didn't want to invest more than that to avoid losing the power it needs.

EDIT: 252 EVs would only do 87-100% so yeah... you'd lose a lot of power and be outsped by some walls and therefore lose the ability to 2HKO them.
 
Since Golurk literally has nothing better to do with the 4th slot, IB may be worth a mention in the OO section for killing weakened Gliscor etc, even with 88 investment.
 
Since Golurk literally has nothing better to do with the 4th slot, IB may be worth a mention in the OO section for killing weakened Gliscor etc, even with 88 investment.

I will add a mention in the Other Options if you want to use Golurk as a lure to allow sweepers like Terrakion, SD Lucario and Excadrill to do their jobs much easier.

It's just because losing so much power (or durability if you move the EVs from Hp) and those Speed points is a huge blow to Golurk that I don't think that's a good idea...
 
I've been taking an interest in this 'mon lately. Golurk is one of the few Pokemon that can counter Terakion, seeing as he sports a nifty immunity to Close Combat, and resistance to Stone Edge, which makes this robot pretty cool. As such, I'd probably make a note of this somewhere in your analysis if you haven't already done so (I didn't see a mention of it anywhere; sorry if I missed it).

Other than that, I don't have much else to say. Good job.

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

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

[SET COMMENTS]

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

[ADDITIONAL COMMENTS]

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


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

[SET COMMENTS]

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

[ADDITIONAL COMMENTS]

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

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

[SET COMMENTS]

<p>Finally, this is Golurk's best attempt at sweeping. It only has one boosting move and it gives it good use here. The robot should come in on something it scares, use Rock Polish and start the destruction. After a boost, Golurk stands at a respectable 418 Speed stat, allowing it to outspeed ScarfTran and tie with Omastar under the rain. Unlike other common Rock Polish / Agility sweepers like Lucario and Terrakion, Golurk is immune to some of the most common priority moves like Mach Punch and Vacuum Wave, making it harder to revenge kill, while its typing grants it more resistances than Landorus, a common late-game sweeper one of the most fierce competitors for the job of late game sweeper withaccess to Rock Polish, Sand Power and Swords Dance (no need to write an analysis for Landorus). Stone Edge and Earthquake are the two obvious moves for the coverage they provide on their own. Shadow Punch makes an appearance as the secondary STAB and helps Golurk get rid of the Psychic- and Ghost-types present in the current metagame.</p>

[ADDITIONAL COMMENTS]

<p>Substitute may be a good option in order to give Golurk an immunity to status and can be used instead of Shadow Punch. Just take into account that Latias (can Latios do it too?)can stop your sweep with asStone Edge does not hit not hitting it nearly as hard as Shadow Punch. Brick Break hits Hydreigon much harder, but fails to OHKO most variants and therefore it's not especially useful enough to be used. This set lacks a Fighting-type attack so having a Magnezone on your team to eliminate the non-grounded Steel-types is something you'll find very effective efficient. Golurk can make some damage and break help break through some walls so pairing it with another powerful sweeper like Swords Dance Lucario, Dragon Dance Salamence or Rock Polish / Swords Dance Terrakion can create a good duo, opening up a sweep for the second pokemon. This set's goal is to rack up as much damage as it can so it wants to stay around for some turns. Therefore it's advisable to carry a spinner / Toxic Spikes absorber on your team. A Jolly nature can be used to get more speed, but Golurk will lose the power Adamant nature provides it with. When using A Jolly nature can be used with an EV spread of 40 Hp / 252 Atk / 216 Spe should be used to outspeed +1 Adamant Haxorus and max speed Deoxys and Deoxys-A after a Rock Polish, but the power Adamant provides is sorely missed.</p>

[Team Options]

<p>Golurk's main purpose is to either to muscle through the opponent's walls with the Choice Band set (and possibly with Toxic) or to sweep late-game with Rock Polish, so having a Pokemon to set up entry hazards is a must. Forretress, Skarmory and especially Ferrothorn can set up almost any entry hazard and, in the latter's case, it attracts Fighting-type attacks for allowing Golurk to switch in. As mentioned above, having a way to keep entry hazards off the field makes Golurk's job much easier. Grounded Poison-types such as Tentacruel and Toxicroak allow Golurk not to be poisoned by Toxic Spikes (important for the SubPunch set) and, in the former's case, provide the team with a Rapid Spinner to remove the Spikes (crucial for the Choice Band set). For the Rock Polish set, Encore support is very helpful, not only giving Golurk a free switch-in, but also a potential boost as well; Wobbuffet is the best pokemon for this job, also getting rid of faster Choice Scarfers with relative (relative to what?) ease. Politoed, despite doubling Golurk's Water-type weakness with Drizzle, can Encore Electric-type attacks aimed at it, giving Golurk a safe switch in and possibly a free chance to have a Rock Polish under its belt.</p>

[Optional Changes]

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

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

[Counters]

Poison Heal Gliscor. With only three words one describes the opponent Golurk hates the most because it walls every single set and can even set up on the robot. Bulky Ghost-types such as Cofagrigus and Evolution Stone Dusclops can wall Golurk the referred sets using their considerable bulk and access to Will-o-Wisp but they first need to scout for Toxic and avoid the switch switching in on a Choice Banded STAB Iron Fist-boosted Shadow Punch. Hippowdon also needs to avoid Toxic but can tank any attack Golurk aims at it because even a Choice Banded Earthquake is only a 3HKO. Skarmory can take on every move Golurk has except the Iron Fist-boosted Focus Punches and Choice Banded Hammer Arms. Lastly it's important to know that countering Golurk is easy when it's not behind a Substitute since Golurk can easily be crippled by powerful, neutral attacks every hard hitter with powerful neutral attacks that can outspeed it can muscle its way through Golurk's defenses, crippling the robot.</p>

[Dream World]

<p>Golurk gets No Guard as its Dream World ability. Though No Guard can be effective on the CB and SubPunch sets, it is not recommended as Iron Fist makes Hammer Arm 20% stronger than Dynamicpunch and boosts Shadow Punch to an appreciable strength. No Guard isn't really better on the CB and SubPunch sets as the Iron Fist boost Hammer Arm gets makes it 20BP stronger than Dynamic Punch (as well as providing the robot with a stronger STAB in Shadow Punch). However on the Rock Polish set, since Hammer Arm isn't really an option because of its secondary effect, No Guard provides you with Dynamic Punch and a 100% accurate Stone Edge.</p>

GP Check 1/2
 
GP check 2/2

[Overview]

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

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

[SET COMMENTS]

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

[ADDITIONAL COMMENTS]

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


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

[SET COMMENTS]

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

[ADDITIONAL COMMENTS]

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

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

[SET COMMENTS]

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

[ADDITIONAL COMMENTS]

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

[Team Options]

<p>Golurk's main purpose is either to muscle through the opponent's walls with the Choice Band set (and possibly with Toxic),(comma) or to sweep late-game with Rock Polish, so having a Pokemon to set up entry hazards is a must. Forretress, Skarmory,(comma) and Ferrothorn can set up almost any entry hazard,(comma) and, in the latter's case, attract Fighting-type attacks, allowing for Golurk to switch into. As mentioned above, having a way to keep entry hazards off the field makes Golurk's job much easier. Grounded Poison-types such as Tentacruel and Toxicroak allow Golurk not to be poisoned by Toxic Spikes (important for the SubPunch set),(comma) and, in the former's case, provide the team with a Rapid Spinner to remove the Spikes (crucial for the Choice Band set). For the Rock Polish set, Encore support is very helpful, not only giving Golurk a free switch-in, but also a potential boost as well; Wobbuffet is the best Pokemon for this job, also getting rid of faster Choice Scarfers with ease. Politoed, despite doubling Golurk's Water-type weakness with Drizzle, can Encore Electric-type attacks aimed at it, giving Golurk a safe switch in and possibly a free Rock Polish.</p>

[Optional Changes]

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

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

[Counters]

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

[Dream World]

<p>Golurk gets No Guard as its Dream World ability,(comma) although it. Though No Guard can be effective on the Choice Band and SubPunch sets, it is not recommended as Iron Fist makes Hammer Arm 20% stronger than DynamicPunch,(comma) and boosts Shadow Punch is boosted to an appreciable strength. However,(comma) on the Rock Polish set, since Hammer Arm isn't really an option because of its secondary effect;(semi colon) No Guard provides you with Dynamic Punch and a 100% accurate Stone Edge and DynamicPunch.</p>

Red is removal
Blue is an edit

Quite a lot of misplaced commas, but much better than the other analysis I checked of yours. With these changes, approved.

contrib_gp.png
 
GP check 2/2


Red is removal
Blue is an edit

Quite a lot of misplaced commas, but much better than the other analysis I checked of yours. With these changes, approved.

contrib_gp.png

The misplaced commas aren't my fault. I just changed them because jc104 changed them...

I never use commas after "and" but I do know my english has a lot of portuguese grammar in it so I tend to accept your suggestions
 
The Choice Band set is the robot's best set. Its Attack skyrockets to 571, allowing it to KO many of his most common switch-ins with correct prediction.
Very small nitpick. That should be "its". Nice analysis!
 
The misplaced commas aren't my fault. I just changed them because jc104 changed them...

I never use commas after "and" but I do know my english has a lot of portuguese grammar in it so I tend to accept your suggestions

I think I ought to explain. There is nothing wrong with using or omitting a comma before the word "and". This is a point of grammar that we standardise at smogon for consistency. It has been decided that we use the serial comma (before "and" in a list of 3 or more items) although this does not come naturally to me (the serial comma is rare in Britain) so I often do not put commas in when I add bits. I took no commas away, however. There are many other instances in which comma usage is subjective - it can improve a piece of writing to add commas - but rarely were any of Komodos changes strictly necessary.

There is one instance in which I feel, however, that Komodos suggestion is not good:

This set's goal is to rack up as much damage as it can, so it wants to stay around for some turns, (comma) therefore a spinner / Toxic Spikes absorber is effective

The comma in bold should be replaced either with a semicolon or with a full stop and a new sentence.

Also
Level Field isn't really an option when Earthquake is around, even though it may make Golurk faster than the opponent, (comma) two Level Fields only have 180 Base Power, while one Earthquake has 150 Base Power (STAB accounted for both).

This comma should also be replaced by a semicolon or new sentence
 
Golurk gets No Guard as its Dream World ability, (guess what?) although it can be effective on the Choice Band and SubPunch sets, it is not recommended as Iron Fist makes Hammer Arm 20% stronger than DynamicPunch, and boosts Shadow Punch is boosted to an appreciable strength

spotted another sorry

Edit:
contrib_gp.png
 
Incase you didn't know this guy gets no guard(as a dream world ability) and has dynamic punch, which can save him on the rock polish set. I think it should be slashed there but it does give redundant coverage but confusion with dynamic punch shouldn't be overlooked.
 
First line:

The Fifth generation has given birth to many new Ghost-types, and has given previusly previously outclassed ones
 
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