Pokémon TCG Highlander

Golem – Pokémon TCG Highlander

Pre Evolutions:

Form Change:

Pre Evolutions:

Form Change:

Hard to Knock Out with a steamrolling arsenal of lethal attacks. Golem rolls into Highlander, holding down the frontlines while imposing towering potential in range and damage.

Strategy Points:

  • “Double Throw” places an initial 60 damage on the board for one Energy (if there are two Benched Pokémon.) There are a wide range of damage modifiers to add here, including:
    • Strong Energy, PlusPower, Vitality Band, Quagsire (for Regular Golem), Passimian for +10.
    • Professor Kukui, Fighting Stadium, Grant, and Choice Band for +20.
    • Telescopic Sight can grant a +40 if both Benched Pokémon are EXs.
    • Jolteon’s “Speed Cheer” allows for Alolan Golem to potentially get up to 3 “Cheer Counters”, making the cost of its attacks zero. Zebstrika’s “Zap Zone” grants Alolan Golem shred properties to hit through all Poké-Bodies and effects on the opponent’s Pokémon.
  • “Enraged Linear Attack” creates an ever-present threat where the opponent has to gauge making progression towards Knocking Out Golem with damage, but at the risk of this move being able to retaliate with even more damage to any of their Pokémon.
    • The previous mentioned damage modifiers work well. Defensive modifiers like Stone Energy, Giant Cape, and Defender dials up the pressure of Golem’s Catch 22 scenario of “to damage or not to damage?”
  • “Tumble Down” is an attack with explosive damage potential that rewards a good stream of Energy in the hand. Methods to maintain good Energy flow include:
  • Geodude’s “Selfdestruct” can be used as early as the first turn if you go second or use Energy acceleration via Regirock and Stark Mountain/Energy Switch. You can run Protection Cube to stop all self damage. Graveler has great HP for a not fully Evolved Pokémon. The 30 damage from “Tackle” can serve as a needed bolster for “Tumble Down” not needing to use as many discarded Energy. “Mudslide” will just outright Knock Out a lot of Pokemon in the early to mid game, while providing Energy that can be recovered for “Tumble Down” by the next turn.
  • “Charge” grants Alolan Geodude a fast way to blitz Lightning Energy from your deck onto it. The risk of double Energy attaching going second for “Smash Bomb” is often worth it to initiate 50 damage and potentially Knock Out an opposing starting Pokémon. Alolan Graveler’s “Corkscrew Punch” works in a parallel fashion to the regular forms “Tackle”, allowing for a future “Tumble Down” that might not need to overextend in Energy discarded for a Knock Out. “Self-Destruct” can be paired with Protection Cube to stream 100 damage without any recoil.
  • Running Shrine of Memories or Memory Energy allows for either form of Golem to use “Self-Destruct” with a Protection Cube attached. Though you can also take the risk of the self-damage to power up “Enraged Linear Attack.”
  • Golem – Level X:
  • “Fortified Defenses” takes an already high HP Pokémon and creates an average of four turns to Knock Out Golem when applying an average of 70 damage a turn. Dialing up the pressure for Golem’s Catch 22 scenario.
  • “Dynamite Megaton” has the potential to do 200 damage with a max bench of five that all have a four Retreat Cost. Sky Field can extend this with three more Pokémon. Pokemon with a four Retreat Cost include: Lickilicky, Regigigas, Slaking, Snorlax, Ursaluna, Guzzlord, Ting-Lu, Tyranitar, Avalugg, Garganacl, Gigalith, Great Tusk, Mudsdale, Palossand, Rhyperior, Terrakion, Coalossal, Emboar, Chesnaught, Aggron, Bastiodon, Celesteela, Copperajah, Melmetal, Stakataka, Steelix, Golurk, Toxapex, Carracosta, Cetitan, Dondozo, Mamoswine, Wailord, and Walrein.
    • The Energy retrieval count you get will increase with Galar Mine, Ariados, Jellicent, and Spidops.
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