Gen 1 Golem (NU Mini) (DONE)

5Dots

Chairs
is a Community Contributoris a Tiering Contributoris a Top Contributor
:Rb/golem:
Time to run minimum defense Geodude
[OVERVIEW]
Although Golem has fallen far from its esteemed status in OU, it has cemented a place as one of NU’s fiercest wallbreakers. Offensively, it provides unresisted STAB QuakeSlide coverage that is backed by a superb Attack stat to deter powerful Fire-types like Charizard, Moltres, and Rapidash. This makes Golem quite tough to switch into, as many relevant Pokemon are 2HKOed or 3HKOed by its STAB attacks. Defensively, its typing and rock-solid physical bulk allow it to be an excellent switch-in to select attackers like Ninetales, Fearow, and Electrode, easily able to force progress against them. Golem is also a great switch-in to paralysis-inducing moves thanks to its immunity to Thunder Wave and how little damage it takes from any Body Slam. It possesses the nuclear Explosion, which inflicts massive damage even against the bulkiest Pokemon: bulky Pokemon like Blastoise and Clefable are taken out with minimal chip damage, while threats like Mr. Mime, Dragonair, and Poliwhirl are outright OHKOed. Lastly, when paired with other Water- and Rock-types, like Blastoise and Kabutops, Golem can easily PP stall Fire Spin users and withstand their assaults.

While Golem’s typing is a blessing in a Fire- and Electric-infested meta, it is also a curse: its typing leaves it weak to numerous offensive threats like Seadra, Poliwhirl, and Kingler. Despite Golem possessing a resistance to Normal-type moves, it cannot switch into Pokemon like Raticate and Clefable; the former possesses Super Fang to halve Golem’s HP, while both possess a Blizzard that can 2HKO it, causing it to use Explosion much earlier than one would like. Golem also possesses one of the worst Speed tiers in the entire meta, only being able to outpace Pokemon like Porygon, Drowzee, and Exeggcute. Without paralysis support, Golem will likely have to stomach an attack before being able to move, with the possible addition of damage taken when switching in. Toxic’s prominence to check dangerous Fire Spin users also adversely affects Golem, which hinders its ability to check the aforementioned attackers.

[SET]
name: Explosion
move 1: Explosion
move 2: Earthquake
move 3: Rock Slide
move 4: Substitute / Body Slam

[SET COMMENTS]

Explosion is Golem’s primary perk, always OHKOing physically frail Pokemon like Mr. Mime, Raticate, Dragonair, and Poliwhirl. With minor chip damage, Explosion can also take out bulkier Pokemon such as Blastoise, Clefable, and Exeggcute. In order to fully utilize the move, scouting an opponent’s team with leads like Venomoth and Poliwhirl, as well as building up Fire Spin chip damage from the likes of Charizard and Rapidash, is mandatory to secure KOs. A Golem inflicted with status may be taken advantage of by bulky Pokemon like Blastoise and Clefable, forcing it to use Explosion earlier. The opponent may also try to send out their sleeping or frozen Pokemon, causing the trade to be less favorable. Earthquake 2HKOes opposing Golem, Nidoking, and Arcanine. Rock Slide complements Earthquake, OHKOing Charizard as well as having a 92.3% chance OHKO Moltres. Rock Slide also 2HKOes Fearow, Pinsir, and Venomoth. Substitute capitalizes on Golem forcing out Pokemon like Electrode, Fearow, and Rapidash, enabling it to safely fire off a powerful Earthquake or Rock Slide. Body Slam, on the other hand, allows Golem to be more self-sufficient and attempt to generate paralysis support for its team, most notably against Poliwhirl and Blastoise switching in.

Golem has a few other options to consider, but they are all difficult to justify because they compromise its offense. Toxic further cements its excellent matchup against Fire Spin users like Charizard, Ninetales, and Rapidash, causing them to take more damage than they deal when using it. Toxic also forces bulky Pokemon like Blastoise and Moltres to use Rest sooner, enabling Golem and its teammates to exert more offensive pressure. If Golem has sustained too much damage, Rest can restore Golem to full HP; when walling Fire-types, this allows it to burn sleep turns. However, Earthquake Charizard can be problematic, and a passive Golem can give free switch-in opportunities to Water-types like Seadra and Kabutops. Fire Blast 2HKOes Exeggcute and deals more damage than any of its other moves do to it. The move also carries a nice chance to burn physical attackers like opposing Golem and Pinsir.

Golem’s sheer power and capability to lure in and take out checks with Explosion best leave it as a mid-game wallbreaker, but its defensive utility should not be discounted. Offensive Pokemon like Mr. Mime, Nidoking, and Raticate do not appreciate being worn down with Fire Spin damage; as such, they enjoy Golem’s ability to easily wall Fire Spin users with its high bulk and great defensive typing. Water-types, such as Seadra, also pair nicely, as they appreciate Golem being able to use its high physical bulk and Electric immunity to pivot in against Electrode, as well as predicted Thunder Waves from the likes of Mr. Mime and Drowzee. In return, Seadra can find opportunities to sweep with Agility after Golem has removed or severely weakened status inducers and Electrode. Golem also enjoys pairing up with Kabutops to minimize Fire Spin damage from the likes of Moltres, Ninetales, and Rapidash, leaving them more vulnerable to missing and taking massive damage for it. Golem also enjoys the synergy with Flying-types, as they possess an immunity to Ground-type moves; conversely, Flying-types appreciate the Electric immunity Golem brings. To determine the value of Golem throughout the game, scouting is recommended to check how many Pokemon it can wall. If the opposing team has multiple healthy Fire-types, it should remain as healthy as possible to avoid getting worn down quickly. Using Explosion too quickly may result in opposing Fire-types being able to exert much more offensive pressure. However, if there are multiple Water-types and Pokemon that possess super effective coverage moves, Golem may be forced to use Explosion earlier to mitigate the damage done to other teammates.

[CREDITS]
- Written by: [[5Dots, 543866]]
- Quality checked by: [[May, 236353], [pac, 520967]], [[Enigami, 233818]
- Grammar checked by: [[Rabia, 336073]]
 
Last edited:

Plague von Karma

Banned deucer.
Implement and get back to me. You did very well (especially in grammar) but the main thing is a lack of focus on when to use Explosion, what Pokemon benefit from the openings, etc. Nothing bad there, you've nailed its straightforward nature.
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[OVERVIEW]

Although Golem has fallen far from its esteemed status in OU, it has cemented a place as one of NU’s fiercest tanks. Offensively, it provides the unresisted “QuakeSlide” combination, backed by a superb Attack stat to deter powerful Fire-types like Charizard, Moltres, and Rapidash. This makes Golem quite tough to switch into, as many relevant Pokemon can be 2HKOed or 3HKOed by its STAB attacks. Defensively, its typing and rock-solid physical bulk allows it to be an excellent switch-in to select attackers, like Ninetales, Fearow, and Electrode, easily able to force progress against them. Golem’s pitiful Speed stat also enables it to be a handy status paralysis absorber, giving teammates a safety net against status users paralysis inducers (Let's be more specific) like Mr. Mime, Drowzee, and Exeggcute without Mega Drain. (doesn't get it, that's an exeggutor thing) Lastly, it has rare access to Explosion, (It's actually the strongest in the tier and among the best in the game, consider rewording to emphasise this) inflicting massive damage against neutral targets (aw come on, include some standout calcs to demonstrate how strong this is) and allowing a teammate to safely switch in. When paired with other Water- and Rock-types, like Kabutops and Blastoise, Golem can easily PP stall against Fire Spin users and withstand their assaults.

While Golem’s typing is a blessing in a Fire-infested meta, it is also a curse: its typing is weak to numerous common offensive Pokemon and coverage moves, with popular Water-types easily able to OHKO it with their STAB moves, which is further exacerbated with its awful Special stat. Despite Golem possessing a resistance to Normal-type moves, it cannot switch into Pokemon like Clefable and Raticate, as they possess Blizzard that can 2HKO it. (a single super fang is also going to make golem explode earlier, and cuts severely into its bulk, this is very very notable) Golem possesses one of the worst Speed tiers in the entire meta, only being able to outpace Pokemon like Porygon and the rare Slowpoke, (RC) and Drowzee. Without paralysis support, Golem will likely have to stomach an attack before being able to move, with the possible addition of damage taken when switching in. Nevertheless, Golem is fearsome at blowing holes in the opposition and warrants consideration on most (reads better without this) offensive and defensive teams alike. (mention that the prevalence of Toxic actually hurts here, Golem is often the victim of ToxSpin and even a little damage can make it very likely to explode sooner)

[SET]
name: Explosion
move 1: Explosion
move 2: Earthquake
move 3: Rock Slide
move 4: Substitute / Body Slam

[SET COMMENTS]

Explosion is Golem’s primary perk, always OHKOing Pokémon like Mr. Mime, Raticate, Dragonair, and Poliwhirl. (to clarify in regards to the overview, you don't have to move anything here, but note the calcs you deem the most impressive up there ^) With minor chip damage, Explosion can also take out Blastoise, Clefable, and Exeggcute. Earthquake is its primary STAB move, 2HKOing opposing Golem, Nidoking, and Arcanine. Rock Slide complements Earthquake, OHKOing Charizard as well as having a 92.3% chance to do so to Moltres. Rock Slide also 2HKOes Fearow, Pinsir, and Venomoth. Substitute capitalizes on the switches Pokemon Golem forces out, enabling it to fire off a powerful Earthquake or Rock Slide against the opposition. Body Slam, on the other hand, allows Golem to be more self-sufficent and attempt to generate paralysis support for its team, most notably against Poliwhirl and Blastoise switching in.

An important thing you've failed to establish is when to actually Explode. This is fairly straightforward but you have definitely seen that one 12 year old who explodes on turn 5 or something. Encourage having Golem stay alive for as long as possible to wall Fire-types, and then blow up when it's at around a third of its health. If it's paralyzed it doesn't lose option value, as you've mentioned, but it does cause it to boom earlier too. Encourage sussing out the opponent's team to determine how much value Golem is going to bring long-term as well, that's very important. Finally, note that when you're most likely to explode the opponent will likely bring in a sleeping or frozen Pokemon to try and "nullify" the impact of Explosion: this is a terrible trade, but sometimes this can backfire if you predict it and KO the incapacitated Pokemon instead. Ergo, you can status another and explode with confidence. These nuances will result in a pretty long paragraph, but it's all part of using the strongest Explosion available.

Golem has a few other options to consider. Toxic further cements its excellent matchup against Fire-types Fire Spin users like Charizard, Ninetales, and Rapidash, causing them to be crippled for the remainder of the match take more damage than they deal when using it. Toxic also forces bulky Pokemon like Blastoise and Moltres to use Rest sooner, enabling Golem and its teammates to exert more pressure. If Golem has sustained too much damage from attacks throughout the battle, Rest can restore Golem to full HP. When walling Fire-types, this allows it to burn sleep turns. Fire Blast 2HKOs Exeggcute, which deals more damage than any of its other moves do to it. The move also carries a nice chance to burn physical attackers like opposing Golem and Kingler.

Golem appreciates Electrode and Pokemon carrying Thunderbolt, like Clefable and Mr. Mime, to discourage Water-types like Blastoise and Seadra. In return, Golem can use its high physical bulk and Electric immunity to pivot in against Electrode, (AC) as well as predicted Thunder Waves from the likes of Drowzee and Mr. Mime. Golem also enjoys pairing up with Water-types like Kabutops to outstall Fire Spin damage from the likes of Moltres, Ninetales, and Rapidash, leaving them more vulnerable to missing. (This can be wayyyy longer. Bring up frail-ish Pokemon that appreciate the openings Explosion brings, there's plenty of them. setup mons like Pinsir or Swords Dance Charizard are quite good partners imo. Maybe Flying-types that can alleviate Golem's Ground weakness too, as you form an immunity core: Golem stops the Electric attacks, they stop the Ground ones. Finally, encourage keeping Golem in the back for a while to scout the opposing team and spring it when appropriate, as Golem has the greatest impact when the team has been softened up a bit and wants to paralyze things. Thus, mid-game is where Golem truly shines.)

[CREDITS]
- Written by: [[5Dots, 543866]]
- Quality checked by: [[name, id], [name, id]]
- Grammar checked by: [[name, id]]
 
Last edited:

5Dots

Chairs
is a Community Contributoris a Tiering Contributoris a Top Contributor
Expanded more on Golem’s prowess with Explosion in the first paragraph of set comments. Was thinking some of it could be used for the third paragraph.
 

Plague von Karma

Banned deucer.
Implement for QC 1/2
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[OVERVIEW]

Although Golem has fallen far from its esteemed status in OU, it has cemented a place as one of NU’s fiercest tanks. Offensively, it provides the unresisted “QuakeSlide” combination, backed by a superb Attack stat to deter powerful Fire-types like Charizard, Moltres, and Rapidash. This makes Golem quite tough to switch into, as many relevant Pokemon can be 2HKOed or 3HKOed by its STAB attacks. Defensively, its typing and rock-solid physical bulk allows it to be an excellent switch-in to select attackers, like Ninetales, Fearow, and Electrode, easily able to force progress against them. Golem’s pitiful Speed stat and Explosion access also enables it to be a handy paralysis absorber as it doesn't necessarily lose any value, (I want to use "option value" as it's in the sense that Golem doesn't really lose anything; it can always explode etc. Consider wording according to that or just not noting it at all, it's weird.) giving teammates a safety net against paralysis inducers like Mr. Mime, Drowzee, and Exeggcute. Lastly, it possesses the nuclear Explosion, which inflicts massive damage even against the bulkiest Pokemon: even bulky Pokemon like Blastoise and Clefable are taken out with minimal chip damage, while threats like Mr. Mime, Dragonair, and Poliwhirl are outright OHKOed. When paired with other Water- and Rock-types—like Kabutops and Blastoise—Golem can easily PP stall against Fire Spin users Fire Spin uses and withstand their assaults. (This isn't quite right and implies they can be PP stalled outside of Fire Spin. Golem's PP is actually quite low and its sheer Attack would mean it KOes them on its own. What Golem does PP stall is Fire Spin because you quite literally can't kill it.)

While Golem’s typing is a blessing in a Fire-infested meta, it is also a curse: its typing is weak to numerous common offensive Pokemon and coverage moves, with popular Water-types easily able to OHKO it with their STAB moves, which is further exacerbated with its awful Special stat. Despite Golem possessing a resistance to Normal-type moves, it cannot switch into Pokemon like Raticate and Clefable: the former possesses Super Fang to halve Golem’s HP, while both possess Blizzard that can 2HKO it, forcing it to use Explosion much earlier than one would like. Golem possesses one of the worst Speed tiers in the entire meta, only being able to outpace Pokemon like Porygon, Drowzee, and the uncommon Slowpoke. Without paralysis support, Golem will likely have to stomach an attack before being able to move, with the possible addition of damage taken when switching in. Toxic’s prominence to check dangerous Fire Spin users also adversely affects Golem, which hinders its ability to check the aforementioned attackers from earlier. Nevertheless, Golem is fearsome at blowing holes in the opposition and warrants consideration on offensive and defensive teams alike.

[SET]
name: Explosion
move 1: Explosion
move 2: Earthquake
move 3: Rock Slide
move 4: Substitute / Body Slam

[SET COMMENTS]

Explosion is Golem’s primary perk, always OHKOing Pokémon like Mr. Mime, Raticate, Dragonair, and Poliwhirl. With minor chip damage, Explosion can also take out Blastoise, Clefable, and Exeggcute. In order to fully utilize the move, scouting an opponent’s team with leads like Venomoth and Poliwhirl, as well as building up Fire Spin chip damage from the likes of Charizard and Rapidash are mandatory to secure OHKOs (Not exactly an OHKO if they're taking chip is it?) on the aformentioned tanks. A statused Golem inflicted with status (not sure if "statused" is a good word in gp's eyes or not, if I'm wrong just bonk me on the head) may be taken advantage of by bulky Pokemon like Blastoise and Clefable, forcing it to Explode (iirc we capitalise when referring to using explosion in this sense) earlier. The opponent may also try to send out their paralyzed sleeping or frozen Pokemon, making the trade much less favorable. Status moves are also helpful in weakening aforementioned checks from switching in as easily. (this sentence makes no sense in-context and is seemingly unrelated to the explosion points, remove or reword accordingly) Earthquake is its primary STAB move, 2HKOing opposing Golem, Nidoking, and Arcanine. Rock Slide complements Earthquake, OHKOing Charizard as well as having a 92.3% chance to do so to Moltres. Rock Slide also 2HKOes Fearow, Pinsir, and Venomoth. Substitute capitalizes on the Pokemon Golem forces out, like Electrode, Fearow, and Rapidash, enabling it to fire off a powerful Earthquake or Rock Slide against the opposition. Body Slam, on the other hand, allows Golem to be more self-sufficent and attempt to generate paralysis support for its team, most notably against Poliwhirl and Blastoise switching in.

Golem has a few other options to consider, but they are all very difficult to justify over its usual options because they compromise its offense. Toxic further cements its excellent matchup against Fire Spin users like Charizard, Ninetales, and Rapidash, causing them to take more damage than they deal when using it. Toxic also forces bulky Pokemon like Blastoise and Moltres to use Rest sooner, enabling Golem and its teammates to exert more pressure. If Golem has sustained too much damage from attacks throughout the battle, Rest can restore Golem to full HP; (ASC) when walling Fire-types, this allows it to burn sleep turns, though Earthquake Charizard may be problematic, and a passive Golem is easily exploited by opposing Water-types like Blastoise. Swords Dance Kabutops is a particularly big issue, capable of using Rest Golem as set-up fodder and OHKOing it with Surf. (feel free to tinker) Fire Blast 2HKOs Exeggcute, which deals more damage than any of its other moves do to it. The move also carries a nice chance to burn physical attackers like opposing Golem and Kingler.

Golem’s sheer power and capability to lure and take out checks with Explosion best leave it as a mid-game wallbreaker, but its defensive utility should not be discounted. Offensive Pokemon like Mr. Mime, Nidoking, and Raticate do not appreciate being worn down with Fire Spin damage, so they enjoy Golem’s capabilities ability to wall them easily with its high bulk, power, and great defensive typing. Water-types like Seadra (pairs particularly well for sneaking in agility openings)also pair nicely, as they appreciate Golem being able to use its high physical bulk and Electric immunity to pivot in against Electrode, as well as predicted Thunder Waves from the likes of Drowzee and Mr. Mime. Golem also enjoys pairing up with Water-types like (mentioned in prev sentence so we can get some nice cohesion here) Kabutops to outstall minimize Fire Spin damage from the likes of Moltres, Ninetales, and Rapidash, leaving them more vulnerable to missing (it's not really this per se, though I assume you mean forcing more uses. Perhaps word it that way) and taking serious damage for it. Golem also enjoys the synergy with Flying-types, as they possess an immunity to Ground-type moves; conversely, Flying-types appreciate the Electric immunity Golem brings to them. (AP) (Mention that Golem should be kept active for as long as possible prior to Exploding, as its defensive utility is just as good as its offensive utility. The info here is very solid, just needs a liiiiittle more)

There are a few things you missed regarding Explosion from my previous check, feel free to contact me if you have problems;
- Golem really, really, really values scouting the opposing team to determine how much value it's going to have during a game. Explosion is a game of trades, you want to get rid of a high-value Pokemon for as little cost as possible. This is why Golem Explodes when its HP is low, as you can be confident that it's done all it can prior to making the trade.
- Encourage keeping Golem active to wall Fires, Electrics, etc. You've vaguely done it but we've not got the definitive "Golem should be kept active to wall x, x, and x prior to Exploding".



[CREDITS]
- Written by: [[5Dots, 543866]]
- Quality checked by: [[name, id], [name, id]]
- Grammar checked by: [[name, id]]
 

pac

pay 5000, gg?
is a Contributor Alumnus
QC 2/2 after implementation

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[OVERVIEW]
Although Golem has fallen far from its esteemed status in OU, it has cemented a place as one of NU’s fiercest tanks wallbreakers #I think this describes the role we're trying to push here better, since we're focusing on the offensive value heavily. Offensively, it provides the unresisted “QuakeSlide” combination #unsure how I want to word this, but I would emphasise that it has STAB QuakeSlide, backed by a superb Attack stat to deter powerful Fire-types like Charizard, Moltres, and Rapidash. This makes Golem quite tough to switch into, as many relevant Pokemon can be are 2HKOed or 3HKOed by its STAB attacks. Defensively, its typing and rock-solid #hehe, nice pun physical bulk allows it to be an excellent switch-in to select attackers, like Ninetales, Fearow, and Electrode, easily able to force progress against them. Golem’s pitiful Speed stat also enables it to be a handy paralysis absorber, since it does not necessarily lose value from the reduced speed, giving teammates a safety net against paralysis inducers like Mr. Mime, Drowzee, and Exeggcute. #This sentence is flawed in a few ways. For one, it's mainly good as a paralysis absorber due to it's immunity to Thunder Wave. Emphasise this aspect of it, as well as the extremely little damage it takes from Body Slam. I'd also argue that Golem doesn't really like paralysis, as it wants to ideally outspeed the foe after paralysis has been spread. Lastly, it It possesses the nuclear Explosion, which inflicts massive damage even against the bulkiest Pokemon: bulky Pokemon like Blastoise and Clefable are taken out with minimal chip damage, while threats like Mr. Mime, Dragonair, and Poliwhirl are outright OHKOed. When Lastly, when paired with other Water- and Rock-types, like Kabutops and Blastoise, Golem can easily PP stall Fire Spin uses and withstand their assaults.

While Golem’s typing is a blessing in a Fire- and Electric- #checking Mr. Mime and Electrode is a big part of what makes Golem so good infested meta, it is also a curse: its typing is weak to numerous common offensive Pokemon and coverage moves, with equally popular Water-types easily able to OHKO it with their STAB moves, which is further exacerbated with its awful Special stat. leaves it weak to numerous offensive threats like Seadra, Poliwhirl, and and Kingler. #the former sentence was very chonky and hard to read, this gets the same idea across while being easy to digest. Despite Golem possessing a resistance to Normal-type moves, it cannot switch into Pokemon like Raticate and Clefable: the former possesses Super Fang to halve Golem’s HP, while both possess Blizzard that can 2HKO it, causing it to use Explosion much earlier than one would like. #if you want to keep this I'd be okay with it, as the content is good, but imo its placing C&C content in overview oddly. Golem possesses one of the worst Speed tiers in the entire meta, only being able to outpace Pokemon like Porygon, Drowzee, and the uncommon Slowpoke. Without paralysis support, Golem will likely have to stomach an attack before being able to move, with the possible addition of damage taken when switching in. Toxic’s prominence to check dangerous Fire Spin users also adversely affects Golem, which hinders its ability to check the aforementioned attackers from earlier. Nevertheless, Golem is fearsome at blowing holes in the opposition and warrants consideration on offensive and defensive teams alike. #fluff

[SET]
name: Explosion
move 1: Explosion
move 2: Earthquake
move 3: Rock Slide
move 4: Substitute / Body Slam

[SET COMMENTS]

Explosion is Golem’s primary perk, always OHKOing Pokémon like Mr. Mime, Raticate, Dragonair, and Poliwhirl. With minor chip damage, Explosion can also take out Blastoise, Clefable, and Exeggcute. In order to fully utilize the move, scouting an opponent’s team with leads like Venomoth and Poliwhirl, as well as building up Fire Spin chip damage from the likes of Charizard and Rapidash are mandatory to secure KOs on the aformentioned tanks. A Golem inflicted with status may be taken advantage of by bulky Pokemon like Blastoise and Clefable, forcing it to Explode earlier. The opponent may also try to send out their sleeping or frozen Pokemon, making the trade much less favorable. Earthquake is its primary STAB move, 2HKOing opposing Golem, Nidoking, and Arcanine. Rock Slide complements Earthquake, OHKOing Charizard as well as having a 92.3% chance to do so to Moltres. Rock Slide also 2HKOes Fearow, Pinsir, and Venomoth. Substitute capitalizes on the Pokemon Golem forces out, like Electrode, Fearow, and Rapidash, enabling it to fire off a powerful Earthquake or Rock Slide against the opposition. Body Slam, on the other hand, allows Golem to be more self-sufficent and attempt to generate paralysis support for its team, most notably against Poliwhirl and Blastoise switching in.

Golem has a few other options to consider, but they are all difficult to justify because they compromise its offense. Toxic further cements its excellent matchup against Fire Spin users like Charizard, Ninetales, and Rapidash, causing them to take more damage than they deal when using it. Toxic also forces bulky Pokemon like Blastoise and Moltres to use Rest sooner, enabling Golem and its teammates to exert more offensive pressure. If Golem has sustained too much damage from attacks throughout the battle, Rest can restore Golem to full HP; when walling Fire-types, this allows it to burn sleep turns, though Earthquake Charizard may be problematic, and a passive Golem can give free switch-in opportunities to Water-types like Seadra and Kabutops. Fire Blast 2HKOs Exeggcute, which deals more damage than any of its other moves do to it. The move also carries a nice chance to burn physical attackers like opposing Golem and Kingler. #excellent, very good work

Golem’s sheer power and capability to lure and take out checks with Explosion best leave it as a mid-game wallbreaker, but its defensive utility should not be discounted. Offensive Pokemon like Mr. Mime, Nidoking, and Raticate do not appreciate being worn down with Fire Spin damage; as such, they enjoy Golem’s ability to wall them easily with its high bulk, power, and great defensive typing. Water-types, such as Seadra, also pair nicely, as they appreciate Golem being able to use its high physical bulk and Electric immunity to pivot in against Electrode, as well as predicted Thunder Waves from the likes of Drowzee and Mr. Mime #swap Mr. Mime and Drowzee's order, since Mime is much much more relevant. In return, Seadra can find opportunities to sweep with Agility after Golem has removed or severely weakened status inducers and Electrode. Golem also enjoys pairing up with Kabutops to minimize Fire Spin damage from the likes of Moltres, Ninetales, and Rapidash, leaving them more vulnerable to missing and taking massive damage for it. Golem also enjoys the synergy with Flying-types, as they possess an immunity to Ground-type moves; conversely, Flying-types appreciate the Electric immunity Golem brings to them. To determine the value of Golem throughout the game, scouting is recommended to check how many Pokemon it can wall. If the opposing team has multiple healthy Fire-types, it should remain as healthy as possible to avoid getting worn down quickly. Using Explosion too early may result in opposing Fire-types being able to exert much more offensive pressure. However, if there are multiple Water-types and Pokemon that possess super effective coverage moves, Golem may be force to use Explosion earlier to mitigate the damage done to other teammates. #another excellent paragraph

[CREDITS]
- Written by: [[5Dots, 543866]]
- Quality checked by: [[May, 236353], [name, id]]
- Grammar checked by: [[name, id]]
 
Last edited:
A couple more things:

[OVERVIEW]
"Golem possesses one of the worst Speed tiers in the entire meta, only being able to outpace Pokemon like Porygon, Drowzee, and the uncommon Slowpoke"
I think Slowpoke should be replaced by Exeggcute here, since Slowpoke is very rare in NU while Exeggcute is something Golem outspeeds that players will commonly see.

[SET COMMENTS]
"Explosion is Golem’s primary perk, always OHKOing Pokémon like Mr. Mime, Raticate, Dragonair, and Poliwhirl. With minor chip damage, Explosion can also take out Blastoise, Clefable, and Exeggcute."
These groupings aren't really explained well, they could use a bit more detail like "Explosion is Golem’s primary perk, always OHKOing physically weak Pokémon like Mr. Mime, Raticate, Dragonair, and Poliwhirl. With minor chip damage, Explosion can also take out bulkier Pokemon such as Blastoise, Clefable, and Exeggcute.", something to explain to the reader what ties the Pokemon in these groups together.

"The move also carries a nice chance to burn physical attackers like opposing Golem and Kingler."
Kingler takes very little from Fire Blast and doesn't even mind a burn since a single Swords Dance will ignore Burn and set Kingler's Attack to 716, I'd suggest Pinsir here instead. Pinsir does have Slash (which ignores burn due to crits) as well as Swords Dance, but atleast the burn will cripple Pinsir's ability to use Bind.
 

Deleted User 465389

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:Rb/golem:
Use minimum defense Geodude
[OVERVIEW]
Although Golem has fallen far from its esteemed status in OU, it has cemented a place as one of NU’s fiercest wallbreakers. Offensively, it provides the unresisted STAB “QuakeSlide” combination, backed by a superb Attack stat to deter powerful Fire-types like Charizard, Moltres, and Rapidash. This makes Golem quite tough to switch into, as many relevant Pokemon are 2HKOed or 3HKOed by its STAB attacks. Defensively, its typing and rock-solid physical bulk allows it to be an excellent switch-in to select attackers, like Ninetales, Fearow, and Electrode, easily able to force progress against them. Golem also is(maybe switch this to ‘is also’) a great absorber of paralysis, thanks to its immunity to Thunder Wave and how the little damage it takes from any Body Slam user. It possesses the nuclear Explosion, which inflicts massive damage even against the bulkiest Pokemon:,(remove :, add comma) bulky Pokemon like Blastoise and Clefable are taken out with minimal chip damage, while threats like Mr. Mime, Dragonair, and Poliwhirl are outright OHKOed. Lastly, when paired with other Water- and Rock-types, like Kabutops and Blastoise, Golem can easily PP stall Fire Spin uses users (i assume?)and withstand their assaults.

While Golem’s typing is a blessing in a Fire- and Electric-infested meta, it is also a curse: its typing leaves it weak to numerous offensive threats like Seadra, Poliwhirl, and and Kingler. Despite Golem possessing a resistance to Normal-type moves, it cannot switch into Pokemon like Raticate and Clefable: the former possesses Super Fang to halve Golem’s HP, while both possess Blizzard that can 2HKO it, causing it to use Explosion much earlier than one would like. Golem possesses one of the worst Speed tiers in the entire meta, only being able to outpace Pokemon like Porygon, Drowzee, and Exeggcute. Without paralysis support, Golem will likely have to stomach an attack before being able to move, with the possible addition of damage taken when switching in. Toxic’s prominence to check dangerous Fire Spin users also adversely affects Golem, which hinders its ability to check the aforementioned attackers from earlier.

[SET]
name: Explosion
move 1: Explosion
move 2: Earthquake
move 3: Rock Slide
move 4: Substitute / Body Slam

[SET COMMENTS]

Explosion is Golem’s primary perk, always OHKOing physically weak Pokémon like Mr. Mime, Raticate, Dragonair, and Poliwhirl. With minor chip damage, Explosion can also take out bulkier Pokemon such as Blastoise, Clefable, and Exeggcute. In order to fully utilize the move, scouting an opponent’s team with leads like Venomoth and Poliwhirl, as well as building up Fire Spin chip damage from the likes of Charizard and Rapidash are mandatory to secure KOs on the aformentioned tanks. A Golem inflicted with status may be taken advantage of by bulky Pokemon like Blastoise and Clefable, forcing it to Explode earlier. The opponent may also try to send out their sleeping or frozen Pokemon, making the trade much less favorable. Earthquake is its primary STAB move, 2HKOing opposing Golem, Nidoking, and Arcanine. Rock Slide complements Earthquake, OHKOing Charizard as well as having a 92.3% chance to do so to Moltres. Rock Slide also 2HKOes Fearow, Pinsir, and Venomoth. Substitute capitalizes on the Pokemon Golem forces out, like Electrode, Fearow, and Rapidash, enabling it to fire off a powerful Earthquake or Rock Slide against the opposition. Body Slam, on the other hand, allows Golem to be more self-sufficent and attempt to generate paralysis support for its team, most notably against Poliwhirl and Blastoise switching in.

Golem has a few other options to consider, but they are all difficult to justify because they compromise its offense. Toxic further cements its excellent matchup against Fire Spin users like Charizard, Ninetales, and Rapidash, causing them to take more damage than they deal when using it. Toxic also forces bulky Pokemon like Blastoise and Moltres to use Rest sooner, enabling Golem and its teammates to exert more offensive pressure. If Golem has sustained too much damage from attacks throughout the battle, Rest can restore Golem to full HP; when walling Fire-types, this allows it to burn sleep turns, though Earthquake Charizard may be problematic, and a passive Golem can give free switch-in opportunities to Water-types like Seadra and Kabutops. Fire Blast 2HKOes Exeggcute, which deals more damage than any of its other moves do to it. The move also carries a nice chance to burn physical attackers like opposing Golem and Kingler.

Golem’s sheer power and capability to lure and take out checks with Explosion best leave it as a mid-game wallbreaker, but its defensive utility should not be discounted. Offensive Pokemon like Mr. Mime, Nidoking, and Raticate do not appreciate being worn down with Fire Spin damage; as such, they enjoy Golem’s ability to wall them easily with its high bulk, power,(remove the commas) and great defensive typing. Water-types, such as Seadra, also pair nicely, as they appreciate Golem being able to use its high physical bulk and Electric immunity to pivot in against Electrode, as well as predicted Thunder Waves from the likes of Mr. Mime and Drowzee. In return, Seadra can find opportunities to sweep with Agility after Golem has removed or severely weakened status inducers and Electrode. Golem also enjoys pairing up with Kabutops to minimize Fire Spin damage from the likes of Moltres, Ninetales, and Rapidash, leaving them more vulnerable to missing and taking massive damage for it. Golem also enjoys the synergy with Flying-types, as they possess an immunity to Ground-type moves; conversely, Flying-types appreciate the Electric immunity Golem brings to them. To determine the value of Golem throughout the game, scouting is recommended to check how many Pokemon it can wall. If the opposing team has multiple healthy Fire-types, it should remain as healthy as possible to avoid getting worn down quickly. Using Explosion too early may result in opposing Fire-types being able to exert much more offensive pressure. However, if there are multiple Water-types and Pokemon that possess super effective coverage moves, Golem may be force forced to use Explosion earlier to mitigate the damage done to other teammates.

[CREDITS]
- Written by: [[5Dots, 543866]]
- Quality checked by: [[May, 236353], [pac, 520967]], [[Enigami, 233818]
- Grammar checked by: [[name, id]]
good job! :blobthumbsup:
 

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
add remove comments
[OVERVIEW]
Although Golem has fallen far from its esteemed status in OU, it has cemented a place as one of NU’s fiercest wallbreakers. Offensively, it provides the unresisted STAB “QuakeSlide” combination, QuakeSlide coverage that's backed by a superb Attack stat to deter powerful Fire-types like Charizard, Moltres, and Rapidash. This makes Golem quite tough to switch into, as many relevant Pokemon are 2HKOed or 3HKOed by its STAB attacks. Defensively, its typing and rock-solid physical bulk allows it to be an excellent switch-in to select attackers (remove comma) like Ninetales, Fearow, and Electrode, easily able to force progress against them. Golem is also a great absorber of paralysis, switch-in to paralysis-inducing moves (lengthier but calling it a paralysis absorber feels a bit off here given the Thunder Wave point) thanks to its immunity to Thunder Wave and how little damage it takes from any Body Slam. It possesses the nuclear Explosion, which inflicts massive damage even against the bulkiest Pokemon: bulky Pokemon like Blastoise and Clefable are taken out with minimal chip damage, while threats like Mr. Mime, Dragonair, and Poliwhirl are outright OHKOed. Lastly, when paired with other Water- and Rock-types, like Kabutops and Blastoise and Kabutops, Golem can easily PP stall Fire Spin users and withstand their assaults.

While Golem’s typing is a blessing in a Fire- and Electric-infested meta, it is also a curse: its typing leaves it weak to numerous offensive threats like Seadra, Poliwhirl, and Kingler. Despite Golem possessing a resistance to Normal-type moves, it cannot switch into Pokemon like Raticate and Clefable;(colon -> semicolon) the former possesses Super Fang to halve Golem’s HP, while both possess a Blizzard that can 2HKO it, causing it to use Explosion much earlier than one would like. Golem also possesses one of the worst Speed tiers in the entire meta, only being able to outpace Pokemon like Porygon, Drowzee, and Exeggcute. Without paralysis support, Golem will likely have to stomach an attack before being able to move, with the possible addition of damage taken when switching in. Toxic’s prominence to check dangerous Fire Spin users also adversely affects Golem, which hinders its ability to check the aforementioned attackers from earlier.

[SET]
name: Explosion
move 1: Explosion
move 2: Earthquake
move 3: Rock Slide
move 4: Substitute / Body Slam

[SET COMMENTS]

Explosion is Golem’s primary perk, always OHKOing physically weak Pokémon frail Pokemon like Mr. Mime, Raticate, Dragonair, and Poliwhirl. With minor chip damage, Explosion can also take out bulkier Pokemon such as Blastoise, Clefable, and Exeggcute. In order to fully utilize the move, scouting an opponent’s team with leads like Venomoth and Poliwhirl, as well as building up Fire Spin chip damage from the likes of Charizard and Rapidash,(comma) are is mandatory to secure KOs on the aformentioned tanks. A Golem inflicted with status may be taken advantage of by bulky Pokemon like Blastoise and Clefable, forcing it to Explode use Explosion earlier. The opponent may also try to send out their sleeping or frozen Pokemon, causing the trade to be less favorable. Earthquake is its primary STAB move, 2HKOing 2HKOes opposing Golem, Nidoking, and Arcanine. Rock Slide complements Earthquake, OHKOing Charizard as well as having a 92.3% chance to do so to OHKO Moltres. Rock Slide also 2HKOes Fearow, Pinsir, and Venomoth. Substitute capitalizes on the Pokemon Golem forces out, forcing out Pokemon like Electrode, Fearow, and Rapidash, enabling it to safely fire off a powerful Earthquake or Rock Slide against the opposition. Body Slam, on the other hand, allows Golem to be more self-sufficent self-sufficient and attempt to generate paralysis support for its team, most notably against Poliwhirl and Blastoise switching in.

Golem has a few other options to consider, but they are all difficult to justify because they compromise its offense. Toxic further cements its excellent matchup against Fire Spin users like Charizard, Ninetales, and Rapidash, causing them to take more damage than they deal when using it. Toxic also forces bulky Pokemon like Blastoise and Moltres to use Rest sooner, enabling Golem and its teammates to exert more offensive pressure. If Golem has sustained too much damage, Rest can restore Golem to full HP; when walling Fire-types, this allows it to burn sleep turns. However, Earthquake Charizard can be problematic, and a passive Golem can give free switch-in opportunities to Water-types like Seadra and Kabutops. Fire Blast 2HKOes Exeggcute, which and deals more damage than any of its other moves do to it. The move also carries a nice chance to burn physical attackers like opposing Golem and Kingler.

Golem’s sheer power and capability to lure in and take out checks with Explosion best leave it as a mid-game wallbreaker, but its defensive utility should not be discounted. Offensive Pokemon like Mr. Mime, Nidoking, and Raticate do not appreciate being worn down with Fire Spin damage; as such, they enjoy Golem’s ability to easily wall them easily Fire Spin users with its high bulk and great defensive typing. Water-types, such as Seadra, also pair nicely, as they appreciate Golem being able to use its high physical bulk and Electric immunity to pivot in against Electrode, as well as predicted Thunder Waves from the likes of Mr. Mime and Drowzee. In return, Seadra can find opportunities to sweep with Agility after Golem has removed or severely weakened status inducers and Electrode. Golem also enjoys pairing up with Kabutops to minimize Fire Spin damage from the likes of Moltres, Ninetales, and Rapidash, leaving them more vulnerable to missing and taking massive damage for it. Golem also enjoys the synergy with Flying-types, as they possess an immunity to Ground-type moves; conversely, Flying-types appreciate the Electric immunity Golem brings to them. To determine the value of Golem throughout the game, scouting is recommended to check how many Pokemon it can wall. If the opposing team has multiple healthy Fire-types, it should remain as healthy as possible to avoid getting worn down quickly. Using Explosion too quickly may result in opposing Fire-types being able to exert much more offensive pressure. However, if there are multiple Water-types and Pokemon that possess super effective coverage moves, Golem may be forced to use Explosion earlier to mitigate the damage done to other teammates.

[CREDITS]
- Written by: [[5Dots, 543866]]
- Quality checked by: [[May, 236353], [pac, 520967]], [[Enigami, 233818]
- Grammar checked by: [[name, id]]

GP 1/1 when done
 

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