TJ
Banned deucer.
QC: 3/3
GP: 2/2
[SET]
name: Choice Band
move 1: Earthquake
move 2: Stone Edge
move 3: Sucker Punch
move 4: Fire Punch / Superpower/ Explosion
item: Choice Band
ability: Sturdy
nature: Adamant/ Jolly
evs: 252 Atk/ 4 Def / 252 Spe
[SET COMMENTS]
Moves
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Golem is capable of performing as a very strong wallbreaker with its powerful EdgeQuake combination. Earthquake is Golem's STAB move of choice, as it has perfect accuracy and is easy to spam when Ground-resistant or -immune Pokemon are not present or have been eliminated. Stone Edge is Golem's secondary STAB move and hits Pokemon that resist or are immune to Earthquake, such as Misdreavus, Solrock, and Leafeon, for good damage. Sucker Punch hits faster Pokemon that Golem would otherwise be unable to touch. Fire Punch is an important coverage move that hits the likes of Bronzor and bulky Grass-types such as Gourgeist and Tangela when you don't want to risk a Stone Edge. Superpower is the preferred final coverage move so that Golem is able to hit Pokemon such as Air Balloon Probopass and Vibrava. Explosion is also an option in the last slot, as it deals an insane amount of damage to typical Golem switch-ins and even OHKOes Vibrava from full HP.
Set Details
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The EV spread simply maximizes Attack and Speed for Golem. The Speed is necessary to outspeed every foe up to uninvested base 70 Speed Pokemon. Adamant is the nature of choice because it allows Golem to hit as hard as possible with a Choice Band. However, a Jolly nature can be used to outspeed foes that Speed creep Adamant Golem such as Pelipper and Mawile. Lastly, Sturdy allows Golem to take any one hit from full health and also ensures that Golem will be able to fire off at least one attack.
Usage Tips
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Choice Band Golem is best played as a wallbreaker, dealing lots of damage to otherwise safe switch-ins with its powerful STAB Earthquake and Stone Edge. Once Golem has switched in, simply pick the move that's most effective against the likely switch-in in order to 2HKO it most of the time. Both of Golem's STAB moves have some drawbacks to using them; Earthquake is perfectly accurate, but it can leave Golem checked by physically defensive Grass-types and Pokemon immune to Ground, and Stone Edge has imperfect accuracy even though nothing is immune to Rock. Once Flying-types, Levitate users, and bulky Grass-types have been removed from battle, however, it's very easy for Golem to simply spam Earthquake. Only use Fire Punch if attempting to predict a Bronzor switch-in or trying to secure a KO on a Grass-type switch-in. Bringing in Golem on a passive Pokemon that does not threaten it will give you a lot of momentum for Golem to continue wallbreaking. Golem should be supported by some sort of slow U-turn or Volt Switch pivot backbone that allows it to be brought in with minimal wear. Golem can also function as an offensive Normal- and Flying-type check, as well as Electric-type immunity, but without bulk investment, Golem can be worn down more easily by attacks like Choice Band Stoutland's Return.
Team Options
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Choice Band Golem fits best on offensive and balanced teams. Just like with a number of other wallbreakers, having a late-game sweeper is ideal in order to take advantage of the holes Golem punches, so Floatzel, Bouffalant, and Dragon Dance Altaria are good teammates. Grumpig is a solid pivot to fall back on due to its Fighting- and Ice-type resistances, and it can provide paralysis support to improve Golem's effectiveness against faster teams. Stealth Rock is helpful because it ensures Gourgeist and Tangela are 2HKOed by Stone Edge and Fire Punch, and it also chips down most Earthquake switch-ins very quickly. Prinplup and Clefairy are notable thanks to their decent defensive synergy with Golem. Other good partners for Golem are Lumineon, Politoed, Yache Berry Leafeon, and faster Electric-types such as Zebstrika and Choice Scarf Rotom-F, as they check the Water-types that force out Golem and also provide momentum for Golem with Volt Switch, and can wear down Grass-types with Overheat and Blizzard.
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