OU Garchomp

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Overview
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Garchomp is a dominant force in the OU metagame thanks to its many positive traits. It has a high base 130 Attack, good bulk, an excellent Ground / Dragon typing, a great movepool, and an awesome Speed tier. Access to Stealth Rock and Swords Dance allows Garchomp to act as a great suicide lead for hyper offensive teams. Additionally, it is able to take on a more defensive role in which it sets up Stealth Rock and phazes with Dragon Tail. This is bolstered by its Rough Skin ability, which, when combined with a Rocky Helmet, punishes physical attackers for 30% of their HP every time they use a contact move. This is especially useful against VoltTurn teams because Garchomp's Rough Skin ability punishes physical attackers while its Ground typing blocks Volt Switch. Despite all of its positive traits, Garchomp does have some flaws. It has a crippling 4x weakness to Ice-type attacks, which are often seen on faster Electric-types such as Mega Manectric and Raikou. Both of its STAB moves can be easily taken advantage of due to the prevalence of Pokemon that resist them, and Garchomp's best coverage move, Fire Blast, comes off its much weaker base 80 Special Attack. Finally, Garchomp has a Mega Evolution that boosts its offensive and defensive stats, turning it into a devastating wallbreaker. However, this comes at the cost of its Speed, which drops from base 102 to 92, leaving it outsped by a majority of the metagame.

Tank Chomp
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name: Tank Chomp
move 1: Stealth Rock
move 2: Earthquake / Toxic
move 3: Dragon Tail
move 4: Fire Blast / Toxic
ability: Rough Skin
item: Rocky Helmet
evs: 252 HP / 164 Def / 76 SpD / 16 Spe
nature: Impish

Moves
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Stealth Rock damages foes every time they switch in. Earthquake is Garchomp's main STAB move because it gets good neutral coverage and hits decently hard. Dragon Tail phazes foes and racks up entry hazard damage. Fire Blast roasts the Steel-types that take little from Earthquake, such as Skarmory, Mega Scizor, and Ferrothorn. Toxic is an option over Earthquake or Fire Blast, as it cripples the common bulky Water-, Grass-, and Ground-types that like to switch into Garchomp. Rest is also an option to increase Garchomp's longevity and make more use of its ability to rack up chip damage with Rough Skin and Rocky Helmet.

Set Details
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Rocky Helmet in tandem with Rough Skin punishes physical attackers for 30% of their HP every time they use a contact move. The EV spread gives Garchomp the Special Defense needed to survive powerful hits from Pokemon such as Mega Charizard Y, Landorus, Gengar, Keldeo, and Mega Diancie, while still retaining the optimum amount of physical bulk. The Speed EVs enable Garchomp to outspeed neutral-natured base 70 Speed Pokemon such as Bisharp and Breloom, as well as Jolly Tyranitar. However, an alternative EV spread of 252 HP / 164 Def / 92 Spe can be used to outspeed Jolly Bisharp, which is critical against Swords Dance variants, as a +2 Sucker Punch will never OHKO Garchomp, which KOes it back with Earthquake.

Usage Tips
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Garchomp is an excellent Stealth Rock setter for bulky offensive teams because it has a great matchup against most leads. It also deters most Rapid Spinners and Defoggers from switching in by nature of its typing. Furthermore, Garchomp is a great check to threatening physical attackers such as Talonflame and Bisharp because it has the bulk to tank their hits while simultaneously racking up significant chip damage with the combination of Rocky Helmet and Rough Skin. Garchomp is also a good early-game phazer after it sets up Stealth Rock, so spamming Dragon Tail to rack up entry hazard damage is a good way to wear down the opponent's team, especially when the opponent lacks a Fairy-type. Finally, Garchomp is a great Pokemon to sacrifice late-game. Should it be weakened to the point where it can't do much, sacrificing it to a physical attacker is a great way to get crucial damage off, especially in the case of a Landorus-T using U-turn.

Team Options
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Pokemon that can take advantage of Garchomp setting up Stealth Rock, such as Swords Dance Talonflame, Mega Gallade, and Bisharp, make for great teammates. Garchomp is great at wearing down Pokemon such as Landorus-T and Mega Metagross, so teammates that can take advantage of this, such as Bisharp, Talonflame, Mega Lopunny, and Dragon Dance Mega Charizard X, pair well with it. Furthermore, Pokemon that appreciate Garchomp's ability to lure in bulky Water-, Grass-, and Ground-types and cripple them with Toxic, such as Mega Gallade, Bisharp, Talonflame, and Mega Lopunny, make for good partners. Fairy-types give Garchomp issues, so Pokemon such as Mega Scizor, Mega Metagross, Mega Venusaur, and Bisharp make for good teammates.

Offensive Stealth Rock
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name: Offensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Dragon Claw / Outrage
move 4: Swords Dance / Fire Blast
ability: Rough Skin
item: Lum Berry / Focus Sash
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Naive

Moves
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Stealth Rock is great for wearing down opposing teams by damaging foes every time they switch in. Earthquake is Garchomp's main STAB move that deals good damage to most targets, while Dragon Claw hits everything that resists Earthquake bar Skarmory and Togekiss for neutral damage. Outrage is a viable alternative because it has a significantly higher damage output. However, it has the drawback of locking Garchomp in, which can be easily taken advantage of by a smart opponent. Swords Dance turns Garchomp into a powerful early-game wallbreaker that can immediately pressure the opponent and weaken the opposing team, opening up holes for a teammate to sweep. However, Fire Blast is a viable alternative to roast the Steel-types that take little from Garchomp's Earthquake, such as Ferrothorn, Skarmory, and Mega Scizor.

Set Details
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The given EV spread maximizes Garchomp's Attack and Speed. A Jolly nature should be used in tandem with Swords Dance, while a Naive nature works best with Fire Blast. A Lum Berry enables Garchomp to set up on bulky Water-types without fearing a Scald burn. However, a Focus Sash can be used instead to guarantee that Stealth Rock is set up, and it is also the better option when using Fire Blast. Rough Skin is the ability of choice to punish physical attackers when they use a contact move. A Rocky Helmet can be used to further improve Garchomp's ability to rack up chip damage, but this is best left to the defensive set.

Usage Tips
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Using Stealth Rock turn one of the match is the optimal move in most cases, but there are instances where using a different move is better. For example, using Swords Dance turn one against popular leads such as Mega Sableye and Rotom-W as they attempt to burn Garchomp with Will-O-Wisp is a great way to severely damage them with a +2 STAB Earthquake or Dragon Claw the next turn. Setting up Stealth Rock as they switch out is also a good move to make if the switch out is obvious. After setting up Stealth Rock, Garchomp should be used to break down walls such as Ferrothorn and Hippowdon so that a teammate can have an easier time sweeping later on in the match.

Team Options
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Garchomp has great synergy with a multitude of offensive Pokemon. For example, Mega Gyarados, Talonflame, and Mega Gallade all appreciate Garchomp's ability to both set up Stealth Rock and weaken key defensive Pokemon such as Ferrothorn, Slowbro, Mega Sableye, and Celebi. Because Garchomp supports its team by setting up Stealth Rock, it is imperative that it stays up during the match. Gengar and Bisharp make for great partners because they are capable of blocking Rapid Spin and punishing the use of Defog, respectively. Furthermore, both of these Pokemon bring other things to the table such as wallbreaking in Gengar's case and sweeping in Bisharp's.

Substitute + Swords Dance
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name: Substitute + Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Dragon Claw
move 4: Substitute
ability: Rough Skin
item: Salac Berry / Leftovers
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly

Moves
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Swords Dance doubles Garchomp's Attack, significantly boosting its damage output. Earthquake is Garchomp's main STAB move that deals good damage to most targets, while Dragon Claw hits everything that resists it bar Skarmory and Togekiss for neutral damage. Substitute blocks attempts at inflicting Garchomp with a status move while also buffering against weaker attacks. It is also incredibly useful for blocking Intimidate, especially against Landorus-T, which is a main switch-in to Garchomp. Fire Blast or Fire Fang can be used in place of Substitute to score perfect neutral coverage, but the utility of having a Substitute is often superior to hitting Skarmory super effectively. Stone Edge is also a viable alternative to hit Mandibuzz and Zapdos, but it should only be used if these Pokemon prove to be problematic for your team. If Substitute isn't used, Outrage is a viable alternative over Dragon Claw for a significant increase in power.

Set Details
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Maximum Attack and Speed investment in tandem with a Jolly nature enables Garchomp to outpace the overcrowded base 100 Speed tier, while simultaneously maximizing its damage output. The best item for this set is a Salac Berry, which activates and raises Garchomp's Speed by one stage after three uses of Substitute. This enables Garchomp to perform admirably against offensive teams because normal revenge killers such as Choice Scarf Landorus-T, Mega Lopunny, and Latios are now outsped and KOed by a +2 attack. 4 HP EVs are needed to ensure that the Salac Berry activates after the third Substitute. Alternatively, investing EVs into HP and holding Leftovers give Garchomp more staying power and is more beneficial against bulkier teams because they often lack ways of reliably breaking Garchomp's Substitute. Using Garchompite with Fire Blast over Substitute makes Garchomp a much better wallbreaker at the cost of losing effectiveness against offensive teams due to the Speed drop.

Usage Tips
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This set is best used mid- or late-game when Garchomp's checks and counters have been sufficiently weakened to maximize the potential for a sweep. Bring Garchomp in through aggressive double switches or against passive defensive Pokemon that cannot touch it, such as Heatran and Mew, and set up a Substitute as they switch out or attempt to burn it with a Will-O-Wisp. Slow users of Volt Switch and U-turn, such as Rotom-W, Scizor, and Celebi, are great teammates for Garchomp, as they allow it a safe switch in, especially against offensive Pokemon that Garchomp naturally beats such as Heatran, Excadrill outside of sand, Magnezone, and unboosted Mega Charizard X.

Team options
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Magnezone is a great partner for Garchomp because it is able to trap and KO Steel-types such as Mega Scizor, Ferrothorn, and Skarmory, Pokemon that would otherwise give Garchomp trouble. Powerful wallbreakers, such as Swords Dance Talonflame, Mega Metagross, and Swords Dance Bisharp, also make for great teammates because they are able to defeat the defensive Fairy-types that Garchomp struggles against. Garchomp appreciates entry hazard support to ensure certain KOs, so users such as Ferrothorn, Klefki, Heatran, and Clefable are excellent partners. Finally, Garchomp appreciates the utility of slow users of Volt Switch and U-turn to get in safely, so Pokemon such as Rotom-W, Scizor, and Baton Pass Celebi make for great teammates.

Life Orb Mixed Attacker
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name: Life Orb Mixed Attacker
move 1: Draco Meteor
move 2: Earthquake
move 3: Fire Blast
move 4: Stealth Rock / Stone Edge
ability: Rough Skin
item: Life Orb / Garchompite
evs: 4 Atk / 252 SAtk / 252 Spe
nature: Naive

Moves
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Draco Meteor is Garchomp's most powerful STAB move and hits its usual switch-ins on their much weaker Special Defense. Earthquake is useful for hitting Steel-, Rock-, and Fire-types super effectively. Fire Blast roasts Steel-types that take little from Garchomp's Earthquake, which includes Mega Scizor, Ferrothorn, and Skarmory. Stealth Rock is a good move for any team because the chip damage it provides enables Garchomp's teammates to break through certain foes much easier. If another Pokemon on the team is running Stealth Rock, Stone Edge is a viable alternative to hit Pokemon such as Togekiss, Mandibuzz, and Zapdos for super effective damage. If using Garchompite, Substitute in the last slot gives Garchomp breathing room against offense while also protecting it from weaker attacks from Pokemon found on bulkier teams.

Set Details
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A Naive nature in tandem with maximum Special Attack and Speed investment gives Garchomp the power it needs to take advantage of Draco Meteor. This power is further enhanced when Garchomp is equipped with a Life Orb. However, should your Mega slot be open, you can run Garchompite to give Garchomp similar power to what a Life Orb would give it, with the added benefit of much higher bulk and no recoil damage; the only drawback is a drop in Speed. When using Garchompite, an EV spread of 16 Atk / 240 SpA / 252 Spe with a Naughty nature is recommended.

Usage Tips
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Use this set to lure in and significantly damage Garchomp's normal checks and counters. For example, defensive Landorus-T, a usually safe switch-in to Garchomp, is easily 2HKOed by Draco Meteor, and Choice Scarf variants are simply destroyed. Other defensive answers such as Ferrothorn, defensive Mega Scizor, Skarmory, Slowbro, and Mandibuzz are either significantly damaged or outright beaten by the mixed set.

Team Options
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Pokemon such as Mega Metagross, Mega Gallade, Swords Dance Talonflame, Bisharp, and Mega Lopunny appreciate Garchomp's ability to lure in and cripple defensive Pokemon such as Landorus-T and Ferrothorn. Additionally, Stealth Rock guarantees certain KOs, so Pokemon such as Heatran, Ferrothorn, Tyranitar, and Terrakion pair well with Garchomp.


Choice Scarf
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name: Choice Scarf
move 1: Earthquake
move 2: Outrage
move 3: Stone Edge / Fire Blast
move 4: Dragon Claw / Fire Blast
ability: Rough Skin
item: Choice Scarf
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Naive

Moves
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Earthquake is Garchomp's main STAB move that deals good damage to most targets. Outrage hits everything that resists Earthquake bar Skarmory for neutral damage. However, it has the drawback of locking Garchomp in, so it should not be spammed recklessly. Stone Edge is Garchomp's best coverage move because it forms the EdgeQuake combo with Earthquake, and it hits Flying-types such as Thundurus, Talonflame, and Mandibuzz for super effective damage. Dragon Claw is Garchomp's secondary Dragon-type STAB move for dealing decent damage against most targets without locking Garchomp in like Outrage does. Fire Blast is a viable alternative to roast Skarmory, Ferrothorn, and Scizor on the switch, but it is very weak outside of this and easily taken advantage of.

Set Details
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A Jolly nature in tandem with maximum Attack and Speed investment enables Garchomp to hit 333 Speed, which, when equipped with a Choice Scarf, is enough to outspeed certain Pokemon such as +1 Volcarona, Dragonite, Mega Charizard X, Mega Tyranitar, and Choice Scarf Landorus-T. If you opt for Fire Blast, a Naive nature is recommended to maximize its damage output. An Adamant nature is a viable alternative over Jolly for more power, but Garchomp then risks being outsped by +1 base 90 Speed Pokemon with a speed-boosting nature.

Usage Tips
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Choice Scarf Garchomp is often unexpected, so it is able to score surprise KOs against normally faster threats such as Thundurus, Raikou, Mega Metagross, and Latios. Furthermore, this set is great at revenge killing Dragon Dance sweepers that have gotten a boost. This set also acts as a good check to Flying-types when running Stone Edge, as Garchomp is able to outspeed and KO them with a super effective hit. Late-game, Garchomp is an excellent cleaner with Outrage due to the move's exceptional damage output.

Team Options
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Choice Scarf Garchomp struggles against bulkier teams, so it is imperative to pair it up with Pokemon that excel against them. Pokemon such as Life Orb Kyurem-B, Mega Gardevoir, stallbreaker Mew, Substitute + Calm Mind Keldeo, and Magma Storm Heatran take on balanced teams well and therefore are great partners for Garchomp. Garchomp also fits well on teams that require an emergency stop to Dragon Dance users.

Other Options
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Aqua Tail on the lead or Swords Dance set deals a good chunk of damage to Landorus-T, Hippowdon, and Gliscor, all of which Garchomp lures in. Using Endure on the Tank Chomp set gives Garchomp an extra turn to rack up chip damage against physical attackers before it goes down. A Yache Berry allows Garchomp to survive a Hidden Power Ice from an Electric-type such as Raikou and promptly KO back with Earthquake. Similarly, a Roseli Berry gives Garchomp an extra turn against Fairy-types, which it can use to set up Stealth Rock or retaliate with a boosted Earthquake.

Checks & Counters
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**Physically Defensive Pokemon**: Hippowdon, Skarmory, physically defensive Mega Scizor, Slowbro, Rotom-W, Ferrothorn, physically defensive Clefable, Mega Sableye, Mega Slowbro, defensive Landorus-T, Quagsire, Mandibuzz, Zapdos, and Mega Venusaur all have the physical bulk to tank any of Garchomp's hits and either cripple it with status (such as a burn) or outright beat it. However, Swords Dance variants of Garchomp are capable of breaking through many of these Pokemon if they are able to acquire a boost before one of these Pokemon comes in. Additionally, Fire Blast is capable of beating Skarmory, Ferrothorn, and Mega Scizor, as it 2HKOes all of them.

**Fairy-types**: Azumarill, Clefable, Sylveon, Mega Altaria, and Mega Diancie are capable of checking or countering Garchomp. However, only Unaware Clefable is capable of beating Swords Dance variants. Togekiss deserves a special mention because it completely walls any variant of Garchomp that lacks a Rock-type move. Azumarill is a decent check, as it is capable of surviving an Earthquake and KOing back with Play Rough.

**Faster Pokemon**: Pokemon that naturally outspeed Garchomp and can deal significant damage to it, such as Latios, Latias, Icy Wind Gengar, Ice Punch Mega Metagross, Keldeo, Mega Diancie, Thundurus, Raikou, Mega Manectric, and Choice Scarf Kyurem-B, make for good checks to Garchomp.

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changelog (for my reference)
added tankchomp
moved scarf and mixed mega to OO
added Chainchomp to OO
updated lead set
update overview
moved tank chomp up
readded scarf
updated SD to subsalac
updated scarf
added C&Cs
 
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I personally think that Tankchomp should be the second or first set, it's such a solid rock setter for a lot of bulkier teams and a great emergency check to physical attacks of all shapes and sizes, very easy to fit on teams and the surprise factor is also nice, being able to wear down bulky waters and grounds with Toxic is really useful for stuff like Lopunny, it's just an all around great set and better than SR-less SD imo

I really don't like Fire Fang on SD. If anything, Fire Blast is superior to Fire Fang, at +2 it downright outdamages Fire Fang on Skarmory while avoiding Counter, and even if you run a Jolly Nature instead of a Naive one the damage difference is insignificant. You do get to OHKO Ferrothorn and Scizor at +2 but if they're switching in on SD they lose to 2 EQs anyway and Fire Blast does just as well if not better on a 1v1 basis, and also avoids Iron Barbs+potential Rocky Helmet recoil from Ferro. IMO Sub should be the first slash, it's just really useful at blocking status and playing around switches, also Rocky Helmet is pretty good on that set for trolling Landorus-T since you can Sub or SD on the U-Turn and force it to take recoil if you're leading off against it. Salac Berry is also pretty cool on the basis that you're running Sub

also Scarf is more than OO material...
 
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hey mate this is what jukain wanted in the revamp

need sets updated for megachomp...i think sub is better on the mixed set and evs of 16 atk / 240 spatk / 252 spe naughty (hits first atk jump point, why would you run 4 when you are so close to an extra point). sub makes it much better vs offense, as you can circumvent suckers and on a forced switch, you force something break your sub and thus pretty much guarantee a kill. sd is also a pretty cool set, it has literally no defensive counters at including breaking right through stupid spdef gliscors, and is generally a very very good breaker to obliterate defensive cores/weaken the opposing team for other mons to sleep. basically just need an analysis to do the sd set + couple updates to the mega set.

so basically

- 16 atk / 240 spa / 252 spe naughty spread on mixed set
- substitute on mega mixed
- mega sd (already has a set so you're good)

so you should also keep the mixed mega set

this is all ridiculously old though so ya
 
I personally think that Tankchomp should be the second or first set, it's such a solid rock setter for a lot of bulkier teams and a great emergency check to physical attacks of all shapes and sizes, very easy to fit on teams and the surprise factor is also nice, being able to wear down bulky waters and grounds with Toxic is really useful for stuff like Lopunny, it's just an all around great set and better than SR-less SD imo

ill move it up. it was just a preliminary placing since i just added it.

I really don't like Fire Fang on SD. If anything, Fire Blast is superior to Fire Fang, at +2 it downright outdamages Fire Fang on Skarmory while avoiding Counter, and even if you run a Jolly Nature instead of a Naive one the damage difference is insignificant. You do get to OHKO Ferrothorn and Scizor at +2 but if they're switching in on SD they lose to 2 EQs anyway and Fire Blast does just as well if not better on a 1v1 basis, and also avoids Iron Barbs+potential Rocky Helmet recoil from Ferro. IMO Sub should be the first slash, it's just really useful at blocking status and playing around switches, also Rocky Helmet is pretty good on that set for trolling Landorus-T since you can Sub or SD on the U-Turn and force it to take recoil if you're leading off against it. Salac Berry is also pretty cool on the basis that you're running Sub
i still wouldnt de slash it. maybe moves at worst, but its still decent for the things u mentioned. ill mention it / slash it based on QC feedback.

I dont really like Helmet on SD sets because dedicated SD sets are supposed to wallbreak / sweep. Its not meant to punish Lando T like Tank Chomp is. Lum is better when running FF / FB and Lefties / Salac (which I mentioned) is better with Sub. Helmet really only works on Tank Chomp or lead sets, and even then, the lead set prefers a Sash or Lum Berry more

also Scarf is more than OO material...
i beg to differ, honestly. scarf just really isnt that great in the meta, now that things like DD Zard X, DD TTar, DD DNite, etc are on the decline / dont exist anymore. Its main reason to be used was to revenge kill these things, but now that Balance is everywhere, with bulky steels, grounds, waters, and grasses anywhere, Scarf has to rely too much on prediction. It lacks the power of the SD Sets, cant gain momentum with U Turn like Lando T does, nor does it have the STAB combo to be able to clean late game. Any team with both a bulky fairy and a ground resist (hint hint: every balance team) can easily take advantage of Scarfchomp to the point where its more of a hindrance than a help. Maybe if the Meta suddenly faces a shift towards offense after the hypothetical Metagross ban itll be good again, but for now, Lando T / other mons like Latios, Keldeo, etc fit the Scarf role much better.

hey mate this is what jukain wanted in the revamp
so basically

- 16 atk / 240 spa / 252 spe naughty spread on mixed set
- substitute on mega mixed
- mega sd (already has a set so you're good)

so you should also keep the mixed mega set

this is all ridiculously old though so ya
id rather ask him what he wants now rather than something thats old, like you said. Im not opposed to bringing back the mixed mega set, so if he / another QC dude wants it back ill re add it.

EDIT @ BELOW:

The ev spread in the tank set is really convoluted and I don't really get it. If anything you'd want enough speed for adamant or jolly bish, but I prefer no speed.
Also I'd get rid of dragon claw entire lot on that set, it's not invested in Attack and phazing with dtail is really nice.

yeah did that. i remember i had the speed for something but thats my personal spread so it probably speed crept something. changed it to just the standard 248 hp / 252 def / 8 spe. i had D claw there cuz i saw it used a few times, but in hindsight doesnt seem all that necessary

---

also just as a note i still have everything that i deleted saved on my computer should i need to readd the sets.
 
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The ev spread in the tank set is really convoluted and I don't really get it. If anything you'd want enough speed for adamant or jolly bish, but I prefer no speed.
Also I'd get rid of dragon claw entire lot on that set, it's not invested in Attack and phazing with dtail is really nice.

EDIT: @ above
8 speed without a specific purpose is considered speed creep move that to attack imo
Also I'd go w/ max hp btw
 
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ev spread for tank should be 252 hp / 164 def / 92 spe, enough speed for jolly bish + bulk. toxic should also be slashed with earthquake, as no one will switch in heatran anyways until all 4 moves have been revealed and the utility of toxic + fire blast is pretty high, as you have the ability to threaten steels that come into toxic (ferro skarm) and the mons toxic lures (landt slowbro etc) at the same time.

for the sr set, sd + lum definitely need to be primary options. beating sableye is huge, and the early-game breaking potential of sd + lum against bulkier teams is massive. helmet doesn't really deserve on a slash. i think that lum and sash are better options for the lead set. with helmet, i'm going to want to run defense evs and take full advantage of that instead of trying to rack up passive damage with a set that isn't really meant to take hits repeatedly, diminishing the effectiveness of this. helmet can be useful when you're trying to wear down lando-t by punishing uturn, lets chomp check bulky zor more effectively (rough skin + helmet + fire blast kills), and punishes talon pretty well, but that's about it. it's not slash material.

sd + 3 atks isn't really that effective. it can break through some stuff but it's rather limited in its effectiveness and is easily revenge killed. however, subsd salac isn't that bad. it actually has a decent capability to sweep once you clear priority users and sub has a lot of utility in general. sd + 3 atks should be replaced with this, could throw in a slash for lefties with the mention of running a bit of bulk in set details to prevent the sub from being broken by stuff like celebi giga (could just throw this in set details idk).

mega needs fire blast in order to have actual effectiveness as a wallbreaker. being walled by skarm simply is unacceptable when you want to be a stallbreaker and that's that. sub shouldn't be slashed.

was talking to other qc members and we were kinda split on this, but i think scarf is worth giving a set. outspeeding jolly zard + dragon stab gives it a decent niche, and while it's overshadowed by landorus-t in many cases, there's other situations where for instance if you need to outspeed jolly zard or don't want to become more weak to bisharp or need an offensive zard y check in which chomp becomes a decent option.
 
Correct if I'm wrong, but isn't Toxic supposed to be slashed with Fire Blast not EQ on the tankchomp set?

Edit: Ok that makes more sense now
 
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for the tankchomp set, I think 248 HP / 140 Def / 28 SAtk / 92 Spe w/ impish if running fire blast would be a better spread then running lax. 28satk is all chomp needs to 2hko standard 252hp/168sdef leftovers ferrothorn anyway. If loom and bisharp aren't your concerns, 16spe on chomp is still useful for outrunning max speed jolly normal ttar.
 
added choice scarf. its rly bland cuz i havent used it since mid xy when it was still good, so any input on that would be cool. will do C&Cs next. should be done by tomorrow
 
The only suggestion I would have for Scarf would be to slash Dragon Claw after Fire Blast if Ferrothorn, Skarmory, and Scizor are already covered by teammates. Having access to both D-Claw and Outrage lets you revenge some stuff without the risk of Fairy counter-revenges or Ferrothorn-induced recoil, while letting you keep your late game cleaning ability is really nice.

In terms of what it revenges, it kills +1 Charizard X, Volcarona, normal Gyarados (need a rain check in this one, I'll calc it in the morning), faster Megas like Sceptile and Lopunny, and stops Thundurus without getting T-Waved.
 
ya scarf appreciates a 2nd dragon stab more than fblast imo (unless terrible sd scizor weak). big fan of dual chop (dragon claw work too) since helps vs sub things like keld, lopunny, kyub, subcm latias, etc. also outrage is must imo, the power brought by it in late game is very appreciated, dclaw does not cut most of the time, and eq has a lot of immunes to it. last imho scarf should be higher than any mega set
 
added D Claw as a primary slash alongside Fire Blast on the Scarf set, and did anything else mentioned. Moving this to QC.
 
Offensive SR

Yache Berry can be used to eat up HP Ices From electric types so you can proceed to kill them
The use of Yache Berry is to provide leniency against Ice move users in general, not just stuff like Thundurus and M-Manectric. It would be better to mention specifics such as the two named rather than, along with other such as HP Ice Landorus.
Using SD Turn one against certain leads such as Rotom W, Mega Sab, & SR lando t put immediate pressure on the opponent that can be taken advantage of quite easily
This is an over exaggeration because you're making it sound like Garchomp will have the distinct advantage against these all the time. For example against Sableye you're basically playing a mind game as to whether or not it mega evolves on that turn to block your rocks or maintain its base form to utilize prankster Will-O-Wisp, which deters Garchomps offensive capabilities from having to take two Will-O-Wisp. Using SD carelessly against M-Sableye can also force you to be onthe receiving end of Foul Play which you know isn't a pretty sight when at +2. It's fine to mention applying pressure to some of the leads and anti-leads, which you have done well and it realistically will do, but don't make it seem like it's as easy as one would think when reading this.

Team options seems fine for now but will need more detail in general during the writing stage so take this into account. More set up sweepers, anti-leads, offensive partners that has naturally synergy with Garchomp, this set in particular, and so forth.
Magnezone forms the DragMag core with Garchomp, as they both have great offensive and defensive synergy
There's a couple of instances on this on your analysis which isn't an enormous deal but it's important to mention the who, what, and why. Explain why it provides that synergy in each set which you did in particular on the SubSD set but not here. Just be thorough basically.

Tank Chomp

A Lax nature isn't needed on the Tank set. You still net the 2HKOs necessary with Impish considering the targets of the moves are generally Ferrothorn, Scizor, and Skarmory.
mons that appreciate lando t worn down, such as talonflame, megagross. mega gallade. mega pinsir, etc
Ironically this applies to some of these physical attackers as well so generally partners that need Pokemon who emphasize on physical contact moves out of the picture would appreciate this sets support. Specifics are always better than generalizations, remember that.
mons that like sr support such as ^
Idk what team or what Pokemon doesn't like SR support so this seems a bit redundant. Elaborate more on this to avoid confusion cause plenty of stuff fall under this criteria. From the looks of it, cleaners, revenge killers, wall-breakers, etc. so name some good pairs that work well with tank chomp.

Swords Dance: Title should be changed to Substitute + Swords Dance

leftovers can be used instead for more longevity, especially against bulkier teams. some HP investment can be used with lefties as well.
You need to mention that if Leftovers is used the set more than likely is going to be a dead giveaway, so make sure readers understand this. Leftovers on Garchomp generally denotes that it's the SubSD set and the best part about using Salac is the options to bluff various sets and put up Substitute at a crucial point in the game to gain momentum due to the opponents lack of knowledge.

Choice Scarf

Deslash Dragon Claw behind Outrage. Outrage should be a stand alone move on all Scarf sets.

Other Options

Dual Chop for its ability to break Substitutes generally utilized with Choice Scarf sets as secondary Dragon move. Aqua Tail for hitting Gliscor, Hippowdon, and Lando-T for a bit more relevant damage on SD. Sand Veil for SubSD set when utilized with Tyranitar for cheesing your way to victory (obviously put this in better terms).

Checks and Counters

The physically defensive Pokemon section should definitely be broken down in a similar sense to your Fairy Type section. So bulky grounds, bulky waters, and so forth with implementation in their respective categories.

Overall good job man. Once this has all been addressed consider this QC 1/3.
 
This may just be a stupid message from me but how about Surf in OO? Similiar to Aqua Tail, It lets you hit PDef Gliscor and Lando-T better while also guaranteing the 2HKO on Mixed Hippowdon if Garchomp is in Mega forme. I know Draco hits them very hard too but harshly drops Garchomps's SpA so for hitting these I think Surf is a more reliable move.

I think it could be mentioned in OO.
 
AM think i got everything bar the C&C thing. ill reorganize that thing in a little bit. lemme know if i missed anything else tho

Soulblaster ill leave that up to QC. dont think its a rly good move tho since chomp has Aqual Tail
 
some input

first set

evs: 252 Atk / 4 SpA | SpD / 252 Spe

This doesnt make sense because the ev spreads on analyses have to be importable onto showdown, and that wouldnt work. It should have the remaining 4 Evs into defense or special defensive on the main spread because fire blast is not the first slash, and then you would mention in set details that you should move the remaining 4 evs into spa along with a naive nature when using fire blast.

tankchomp

set details

  • EVs optimized for bulk with a bit of speed
say here that it has enough speed for jolly bisharp, and maybe mention that it forces it into a 50-50 between knock and sucker

usage tips

  • use it on bulky offense / balance teams for maximum potential
this belongs in team options :P

team options

consider adding spikes setters as teammates since dtail + spikes is really gr8, although most dont have the best synergy with chomp. ie: tentacruel, ferro, chesnaught, dragalge, etc

sub sd

in moves, say what pokemon you avoid a status from with substitute (rotom-w, mega sableye, gliscor (?), ferrothorn and mega venu's leech seed, etc)

  • A salac Berry in tandem with Substitute makes for an awesome cleaner against offensive teams + it can bluff other sets
specifically say that salac berry increases your speed when you reach low hp (which works well in tandem with sub), as its helpful to state the obvious sometimes for the likes of newer players

nice job overall, hope this helped :)
 
For the Mega Chomp set, your ability should be Rough Skin, as you always put the ability of the base form, even on sets that are meant to Mega evolve immediately.

While also quite rare, I'd mention Shuckle as a partner for that set. I've seen SD Mega Chomp used most successfully under Sticky Web, and Shuckle is by far the best setter. May as well throw in a mention of other suicide leads while you're at it, such as Mamoswine and Azelf.

Also I don't really get why you're advocating Zone to trap Ferro when Fire Blast is on the set.
 
I think you should mention how Tank Chomp avoids the 2hko from MegaGross' Meteor Mash, while punishing the common uturners like Land-T/Beedrill/etc. Also it should be the first set, it's easily the most common set seen so far in SPL and has seen a big increase in usage on the ladder. ik juk/ben/trc all agree ~n_n~

I'm not inclined for Mega Chomp to have its own set; slash Garchompite on SubSD and just make SubSD -> Offensive SD with SD | Sub/SE/FBlast | EQ | DClaw/Outrage w/ Salac / Leftovers / Garchompite. Also mention to only run dclaw w/ sub, outrage on sub sd is pretty bad.

Echoing AM; deslash Dragon Claw behind Outrage. I'd personally put a Fire Blast slash after both Stone Edge and Dragon Claw as well, cause if you can handle birds well enough

I'd add a Mixed Chomp set with a Mega Slash. LO or Garchompite w/ Draco | FBlast | EQ | Sub/SE/SR. I think mixed chomp still has its uses, luring Lando-T and other phys def mons. Should get more than an OO, as i'd probably use it before any SD set besides SR Lead.

also i'd just mention everything relating to resistance berries in OO, they fit on offensive sd and sr. yache / roseli both should get mentions, yache helping with faster hp ices / slower ibs / ice shards, while roseli avoids 2hko from pr + jet from azu, avoids ohko from cb azu, and helps vs other fairies like clefable.

overall look p good, just disagree with mega sd having its own set. fix these things up and consider this qc 2/3 n_n
 
I used tank Chomp a long time ago and I personally found Rest to be a solid move on that set. Rest allows Garchomp to recover from status moves like Toxic and will-o-wisp (very useful vs Rotom-W) while still checking physical attackers as Garchomp still deals around 30% damage to any mon using a contact move. I think it could be slashed with toxic or added to set details.
 
Rest is OO at best. You're forfeiting any momentum you may gain by making chomp completely useless for two turns. It would much rather be burned and able to phase than at full health and watching things get free SDs / Calm Minds. It's simply not a good move for it.
 
u should split the pros & cons as this will give a better oversight about it's general info from the get go.

also u should give more info around what each move does in the moveslots listed even if it is super obvious, as newer players are very often redirected to analysis to gain knowledge, especially in tutor sessions. so i would like u to do that on every set except offensive sr that looks very good, do that and ill hit u up with the second qc check.
 
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I think you should mention how Tank Chomp avoids the 2hko from MegaGross' Meteor Mash, while punishing the common uturners like Land-T/Beedrill/etc. Also it should be the first set, it's easily the most common set seen so far in SPL and has seen a big increase in usage on the ladder. ik juk/ben/trc all agree ~n_n~

I'm not inclined for Mega Chomp to have its own set; slash Garchompite on SubSD and just make SubSD -> Offensive SD with SD | Sub/SE/FBlast | EQ | DClaw/Outrage w/ Salac / Leftovers / Garchompite. Also mention to only run dclaw w/ sub, outrage on sub sd is pretty bad.

Echoing AM; deslash Dragon Claw behind Outrage. I'd personally put a Fire Blast slash after both Stone Edge and Dragon Claw as well, cause if you can handle birds well enough

I'd add a Mixed Chomp set with a Mega Slash. LO or Garchompite w/ Draco | FBlast | EQ | Sub/SE/SR. I think mixed chomp still has its uses, luring Lando-T and other phys def mons. Should get more than an OO, as i'd probably use it before any SD set besides SR Lead.

also i'd just mention everything relating to resistance berries in OO, they fit on offensive sd and sr. yache / roseli both should get mentions, yache helping with faster hp ices / slower ibs / ice shards, while roseli avoids 2hko from pr + jet from azu, avoids ohko from cb azu, and helps vs other fairies like clefable.

overall look p good, just disagree with mega sd having its own set. fix these things up and consider this qc 2/3 n_n
did all this. moved mega SD to oo tho. p sure i got everything else. ill wait a bit before starting the write up jic i missed anything

Bluwing i make everything barebones during the skeleton process, but ill make sure to do that stuff u said, dw

EDIT:

[3:25:41 PM] Clone: im assuming that since u liked my post I got everything for chomp?
[3:26:20 PM] The DragonKnight: yh

so yeah, writing this up.

will do @below
 
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You should remove Chainchomp and mixed Mega from OO since those are on one main set now.

Edit: One more thing rename the life orb mixed attacker set just "mixed attacker" (or chainchomp if QC allows it) since it has its mega stone slashed with it.
 
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