The Iron Giant - GoLurk Team Go!

Hey, guys. New to competitive batting - just got PO and started tinkering around with teams.

I've taken a liking to Golurk, even though I know he's got a lot of weaknesses. After testing on PO, I've noticed that out of all my pokes, Golurk actually gives my opponents the most trouble. I'm probably going up against other people with similar rankings (Read: super low), but still...I think the little robo ghost dude may be able to hold his own. Here's what I'm working with.

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Tyranitar @ Choice Band
Trait: Sand Stream
EVs: 252 HP / 36 Atk / 220 SpD
- Stone Edge
- Crunch
- Pursuit
- Aqua Tail

Initially, I did not want to lead with Ttar. Everything I've read and seen since Soul Silver made it seem like one of the most common leads out there. I didn't really want to be like every other team (you'll see I threw that out the window with everyone besides Golurk...). Alas, I feel he's my best option for a lead. Stone Edge really hurts. Everything that resists Edge can be hit with a STAB Crunch. I went with Aqua Tail for Gliscor, but have only really had to deal with a couple in testing the team. Still, the Aqua Tail catches some offguard and deals with Blaziken, Infernape, Volcarona and the like. This choice is pretty self-explanatory I feel.

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Golurk @ Choice Band
Trait: Iron Fist
EVs: 208 HP / 48 Spe / 252 Atk
Adamant Nature
- Earthquake
- Stone Edge
- Hammer Arm
-Shadow Punch

Here he is, the machine of the hour! I went with the Choice set, giving him EdgeQuake (which does work with his high ATK). It's another reason I chose Aqua Tail for TTar - Golurk really has those with a weakness to fighting, ground and rock covered. He's been a beast with these three moves, and the STAB from Hammer Arm is great coupled with Iron Fist. Late game, he's an awesome wild card. Shadow Punch used to be Toxic, but with Choice Band it didn't work that well. This way he's got a STAB move he can get stuck with if he absolutely has to. All the big walls fall to him, as well as Gengar (saw a lot of those tonight...) Definitely water-weak. But, I feel I have enough support to take care of that.

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Thundurus @ Leftovers
Trait: Prankster
EV's: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt / Volt Change
- Thunder Wave
- Taunt
- Hidden Power Fire/Ice

If I'm making a Golurk team, the thunder genie has to be on it, no question. His Prankster set is the ultimate support for Golurk - priority Taunt and Thunder Wave to stop entry hazards and the latter gives Golurk some much needed advantage to come in and outspeed. I just realized I had been testing with HP Fire instead of HP Ice. Fire seemed to be a surprise for some and makes quick work of Ferrothorn among others. Then again, HP Ice takes care of those resistant to Tbolt, and I'm without an Ice move on my team. I'm really into this guy, I think he's the crux of the team.


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Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Relaxed Nature
- Spikes
- Stealth Rock/Leech Seed
- Gyro Ball
- Power Whip

Let's set up some spikes! Figured Golurk needs all the entry hazard help he can get, so why not use the awesome Ferrothorn? In testing, he was dealt with pretty easy by opponents...it might be because I'm inexperienced, but at least I'd manage to put out a few layers of Spikes and Rocks. Power Whip is awesome too, when it hits. Obviously, fire moves absolutely KILL him. A lot of fighting types out there as well. Mienshao is always coming in and taking him out. I'm uncertain if he's the best entry hazard set up guy. Wondering if I should swap for Metagross and move it to a lead...

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Jellicent @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 172 Def / 84 Spe
Calm Nature
- Scald
- Recover
- Will-O-Wisp
- Taunt

This spot was a toss up between Jellicent and Starmie. I went with Jellicent and in testing...Will-O-Wisp rules, he stays alive for a lot longer than Starmie, Scald is great, and it's always nice to have Taunt to prevent entry hazards. I don't feel he's as vulnerable as Ferrothorn, and like I said - he does stay alive for a long time. I feel Wisp is crucial if Jellicent is stuck against something that's going to beat up him. Scald over Surf for that burn chance. Still, contemplating a LO Starmie with Ice Beam so I can give Thundurus HP Fire. Or even a Vaporeon...
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Reuniclus @ Leftovers
Trait: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Recover
- Psychic
- Focus Blast

Really unsure about this guy. EVERYONE uses him. A few times he absolutely won the game for me. Other times, he easily gets wasted. A few Calm Minds and Focus Blast seem to be the winning combination for him - throw a few recovers in and he outlasts a lot. Against Substitute users, this guy absolutely destroyed them every time. Still he's ANOTHER Poke weak to Ghost & Dark on my team. I'm tempted to replace him...I don't see how he really fits in with the team. Thinking about Scizor or Gliscor.


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The Team's Weakness
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Like I said, I'm fairly new to actually understanding intricate and even basic battle tactics. I'm trying to learn exactly who is weak to who, who is the best counter and so forth. However, for the sake of having some substance to this RMT, here's a little info on what Pokes I had trouble with while training on PO.

Had some trouble with Breloom. Could just be that I'm not seasoned. Seems like the uncertainty with HP Fire on Thundurus or just having a Fire-type overall would fix this.

Swampert got to me too. I hear he's a tough one anyway, but it looks like Jellicent would be the best way to go here. Wisp to shut him down and Recover if needed for the Water attacks, which won't be too crippling.

Finally, Nidoqueen was a bit of a roadblock too. She shuts down fighting types, which a lot of my strong moves are. Also, Thundurus couldn't touch her. Finally took her down with Reuniclus I do believe...another reason I might want to keep him in.


Anyway, I'd appreciate any help...the team works well for me at my skill level, but I'm sure as I get into the higher ranks the flaws will present themselves. Thanks in advance, guys! Really appreciate 'ya.
 
One quick nitpick on Ferrothorn - Stealth Rock and Spikes are illegal together it'd have to be Stealth Rock/Spikes and Leech Seed. I would also switch out Gyro Ball for Protect. Protect + Leech Seed + Leftovers means to last a lot longer. You could change Ferrothorn to the lead position to get entry hazards down earlier in the match.
 
I thought it was only illegal for SR, Spikes and Leech together? If I'm wrong I'll definitely swap SR for Leech Seed then. Protect seems like a good idea as well. Gyro hasn't really helped.
 
You can have any combination of the two. In my black cartridge right now, i have ferroseeds with spikes/stealth rock. I bred them myself. The only illegal combination on ferrothorn is all three like RodeoJones said.
I thought it was only illegal for SR, Spikes and Leech together?
 
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