Golem, The Megaton Pokémon. It live up on mountains. If there is a large earthquake, these Pokémon will come rolling down off the mountains en masse to the foothills below. It is known for rolling down from mountains. To prevent them from rolling into the homes of people downhill, grooves have been dug into the sides of mountains to serve as guideways for diverting this Pokémon's course. It is said to live in volcanic craters on mountain peaks. Once a year, it sheds its hide and grows larger. The shed hide crumbles and returns to the soil. Its boulder-like body is extremely hard. It can easily withstand dynamite blasts without taking damage.
A Good Moveset for Golem would have to be this:
Choice Band OR
Strategy Using Golem
Golem is an ideal Choice Bander with good offence, a decent physical move pool and many viable ways to get into play. With good prediction Golem can cause a lot of problems for an opponent. For those not so good with prediction or for those not wanting the restrictions of a Choice Band, Leftovers (as always) is your best alternative.
Since Golem is restricted to UU (it’s basically a weaker Rhydon with Explosion) it has a much easier time, not having to deal with the likes of Skarmory and very fast Choice Banders dealing out Earthquakes. It’s resistances to Flying and Normal Attacks make it ideal for switching into the common underused Choice Banders (Fearow and Swellow) and allow it to duel as a physical wall for your team. Rock Blast also makes it ideal for switching into things as they use Substitute (Jumpluff especially, although beware of Grass attacks) and it’s Ground typing makes it ideal for switching into Thunder Waves coming off of non-electric types (don’t switch into Electric types though, since most of them carry a super effective Hidden Power).
As for your final move, you’ve got Double-Edge for power with Rock Head and Focus Punch for those good with prediction. Both Hidden Powers cover Grass types, however HP Bug can catch Solrocks while HP Flying catches Fighting, Grass and Bug types (handy to have that coverage when there’s several possible switch ins), all likely switch ins due to resistances and/or super effective STAB.
With Choice Band:
EVs: 6 HP / 252 Atk / 252 Def
The EVs could do with a bit of customisation, adding on pacific speed for outrunning certain things you’ve found problems with or adding a bit of Special Defence for walling out Fire Attacks if you have nothing else to block them.
EVs: 204 HP / 252 Atk / 54 Def
Max Leftovers recovery, whatever’s leftover goes to Defence. It still requires a little bit of customisation depending on your team and any weakness you find on your Golem that could be covered with some tweaking.
Other Optional Sets:
Golem @ Salac Berry
It’s a bit of a novelty set with some potential. Counter a fighting or ground attack for what’ll likely be a KO, with any luck the Salac will kick in and you’ll be able to Explode on something. Earthquake will take out any Ground or Rock types. The final move is a toss-up and mostly a filler. Body Slam can paralyse some of the faster things that you won’t be able to out-speed with the Salac boost, Rock Slide gets STAB and Endure is an insurance policy to make sure you get the Salac boost.
Golem @ Leftovers
By OU standards this is just a wannabe Donphan, but in UU there isn’t any Donphans so Golem can fill that spot quite nicely. Rock and Fighting weaknesses are what seriously hurt Golem’s ability to PHaze physical sweepers, but it still is a possibility if you’re desperate for a physical wall with Normal, Rock and Flying resistances.
Golem @ Leftovers
Sub up as something switches out (usually quite easy to do if you switch into any Choice Bander who didn‘t predict correctly) and then attack appropriately. This is just basically a version of the CB set for those who aren’t particularly good at prediction since Sub doesn’t do much for Golem. It’s not fast enough to block Wisps and Leech Seeds, it can’t block Seismic Tosses and if people can’t break the Sub in one hit, they’d switch out anyway. It’s really better off to shape up your prediction then use this set over the CB set but it’s still not totally worthless and at least worth a mention…
Strategy Against Golem
Since you won’t be seeing this guy in OU (Rhydon, Metagross, Donphan and co can all do it’s job better) I’m only going to list UU counters.
Pure Grass types with good Defence tread all over Golem’s who don’t have an appropriate Hidden Power, with or without a Grass attack. Stuff like Meganium and Tangela can just switch in, Leech Seed it and do any other excess setting up on it if it refuses to switch. Water types with tough defence (Slowbro is at the top of the list) do the exact same thing, with or without Water attacks once more. Special attacks not of the Fire or Electric type shave off Golem’s HP effectively and the majority can get 2KOs with ease.
For Choice Band sets, as per usual, prediction is your best friend. It’s especially your best friend since you don’t have Skarmory to fall back on. Always remember though, when something packs Explosion nothing is full proof, even with resistances it’s a Base 250 attack (yes it is, it halves defence so it’s effectively a Base 500 attack, 250 after a resistance) and it will leave a major mark on anything without strong defence.
If you ever see something suspicious (like a Golem switching in to wall an attack from a Fighting or Ground type) always keep in mind that it has access to Counter and the ability to survive super effective physical attacks.
A good Contest Moveset for Golem would have to be this for the Beauty Contest best with Modest, Mild, Rash or Quiet Nature:
Strategy Using Golem
If you do the attacks in this following order you should have very few problems;1st - Sunny day, 2nd - Fireblast, 3rd - Earthquake, 4th - Fireblast, 5th - Explosion
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