So think of stuff that walls Golurk. Alomomola?
Nope! I suppose it's time to share my slightly wacky Golurk set.
Golurk @ Choice Band
Trait: Iron Fist
EVs: 52 HP / 252 Atk /
204 Spd
Adamant Nature
- Earthquake
- Shadow Punch
- Ice Punch
-
ThunderPunch
Drain Punch is nice for recovery and beating up those pesky normal types, but ThunderPunch means that Alomomola can't handle the Iron Giant at all.
252+ Atk Choice Band Iron Fist Golurk ThunderPunch vs. 252 HP / 252+ Def Alomomola: 260-306 (48.68 - 57.3%) -- 44.53% chance to 2HKO
A couple high damage rolls, or any prior damage at all, and Alomomola is toast. You still have to play the prediction game with this CB Golurk to avoid locking yourself into the wrong move, but ThunderPunch can OHKO most any flying/water type, or 2HKO the bulkier few. Charizard is a notable OHKO addition, though you'll eat an attack in the process if it got in for free. Samurott gets OHKO'd solidly instead of the shaky Earthquake KO. (Though it'll only work on a switch, or if the Samurott is paralyzed. Paralysis support is sweet for Golurk.) Golurk also obtains a solid 2HKO on Lapras and Wartortle, OHKO on Articuno, and all sorts of other good calcs for crushing the water types that plague him so.
Speed EVs bumped up to 204 to outrun minimum speed base 80s and some change, such as Grumpig, defensive Gardevoir, and Meganium. (Also 160 Spe Rampardos, not that it's used much anymore.) I've found it particularly useful with how often I've been seeing defensive Gardevoir on the latter trying to set up screens and whatnot.