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No.22290890 View ViewReplyOriginalReport
ITT: Good sets for bad pokemon.

It's a fact that not every pokemon is created equal. But for the most stubborn trainer, we give it our all with the pokemon we love anyway, even if they're less "cream of the crop" and more "bottom of the barrel". So /vp/, if you use objectively middling or worse pokemon, how do you make them work? Is it consistently rewarding, or is it a gimmick trap that works when set up just right? But most of all, is it fun?

Golem @ Weakness Policy
Sturdy w 252 HP / 252 Atk / 4 Def
>Stone Edge [Rock Slide in Doubles]
>Earthquake
>Sucker Punch [Roar/Coverage in VGC]
>Protect

Sturdy ensures that it can fire off a +2 Counterattack when hit super-effectively, and Sucker Punch (Gen IV Tutor move) can catch them off guard for the finisher if they manage to survive. Protect's a solid scout move. Not perfect, for example, Golem can't switch in without wasting his guaranteed counterattack, he falls to Mold Breaker and multi-hit moves and faster priority the next turn. But when it works, it works, and it's fun as hell. It's semi-viable in Doubles, but you gotta really predict that Golem will only get hit once in the turn.