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Garchomp

In-battle formes

HP:108
Attack:130
Defense:95
Sp. Atk:80
Sp. Def:85
Speed:102
Min (-ve nature, 0 IVs)96
Default122
Max Neutral154
Max Positive169
Max Neutral (+1)231
Max Positive (+1)253
Max Neutral (+2)308
Max Positive (+2)338
VGC12
Standard Attacker169

Evolutions

Strategies

  • en
Formats:
Written by Alaka

Overview

Garchomp has been a force to be reckoned with since its release in DPP, and not much has changed going into BW. Its very high base 130 Attack, clutch base 102 Speed, and natural bulk allow it to be a potent threat in VGC 2012.

Standard Attacker

Move 1
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

Garchomp is a fairly straightforward Pokemon. Earthquake is Garchomp's main offensive option, providing powerful spread damage. Dragon Claw is Garchomp's other STAB, and it hits Pokemon that are immune or resistant to Earthquake such as Ludicolo and Zapdos. Rock Slide provides more spread damage and also hurts Flying-types. Because of the reduction in power to spread moves, however, Rock Slide actually does less damage to a single target than Dragon Claw. Therefore, Substitute can be used instead as it eases prediction for Garchomp against slower foes and can give you a huge advantage on a predicted Protect. Finally, Protect serves its standard purposes in doubles: giving Garchomp's partner time to take out threats, easing prediction, and stalling out field effects.

Yache Berry protects Garchomp from the extremely common Ice Beam and Blizzard, as well as Hidden Power Ice. The extra protection allows Garchomp to live much longer. If you are unconcerned with guarding Garchomp from Ice-type attacks, a Dragon Gem can be used instead. Dragon Gem allows Garchomp to OHKO other Garchomp, a huge advantage on an otherwise neutral playing field. Another item choice, Haban Berry, allows Garchomp to handle Latios better. In general, Yache is the better option because Ice-type attacks are much more widespread than Dragon-type ones. Even if Garchomp holds a Haban Berry, Latios still OHKOes with Dragon Gem and comes close to guaranteeing an OHKO with Life Orb. Additionally, opposing Garchomp will not OHKO Haban-less Garchomp with Dragon Claw unless they have an Adamant nature, which does not even guarantee an OHKO. Focus Sash can be used to save Garchomp from both of its weaknesses, but it requires you to keep Garchomp safe from Fake Outs, Rock Slides, Heat Waves, and other weak attacks in order to work. Hail damage will also break Garchomp's Focus Sash, making it nearly useless against Abomasnow. Despite the fact that Jolly Garchomp will actually lose 1v1 to Adamant Garchomp, Jolly is used because of the numerous Pokemon that fall between the two Speeds, such as positive Speed Landorus and Volcarona. Sand Veil is the superior ability if Garchomp has sandstorm support, as it provides an opportunity for a potentially game-breaking miss against Garchomp. However, without sandstorm being present, Rough Skin is the superior ability as Sand Veil would be useless.

Crunch is a viable option for Garchomp if you dislike both Rock Slide and Substitute. It does more damage to Cresselia than anything else in Garchomp's arsenal aside from the unreliable Outrage and also allows Garchomp to do at least decent damage to Bronzong while hoping for Defense drops. Garchomp's best teammates are obviously Pokemon that are immune to Earthquake, whether it be through Levitate or a Flying typing. The most famous partner is Zapdos, which completes the well known "ZapChomp" combo when paired together with Garchomp. Other competent partners include Yanmega, Gengar, and Cresselia. Cresselia is especially noteworthy because it can use Icy Wind to drop Latios's Speed so that Garchomp can outspeed it. Cresselia can also use Helping Hand to power up Garchomp's Earthquake. Tyranitar provides good support to Garchomp, especially if Garchomp is using Substitute. Tyranitar activates Sand Veil for Garchomp and gets rid of hail which, combined with Substitute damage, can eat through Garchomp's HP quickly. Clearly you don't want both Tyranitar and Garchomp out at the same time often due to Tyranitar's weakness to Earthquake, but as a switch-in to Blizzard Tyranitar functions well.

Other Options

Garchomp's other options are limited, but it does have a few. As previously mentioned, Crunch and Focus Sash are both viable options over the standard set if they fit your team better. Dual Chop can be used to break through Focus Sashes, Substitutes, and Haban Berries. However, there is very little that Garchomp will be able to KO through Focus Sash or Haban, and Substitute isn't common enough to warrant the drop in Accuracy from Dragon Claw. Garchomp's only other real offensive option is a Fire-type attack: either Fire Fang or Fire Blast. The extra coverage on Steel-types such as Bronzong, Scizor, and Ferrothorn can be useful. Garchomp can use Sandstorm to activate its own Sand Veil and remove opposing weathers, but it is often easier to bring in Tyranitar. Dragon Tail can be used to check Trick Room, as its priority is slightly higher than Trick Room's, allowing Garchomp to force the Trick Room user out before it can set up. A choice set with either Choice Band or Choice Scarf is viable. A boosting set with Swords Dance can be used, but Garchomp will rarely find the time to set up. Finally, Double Team in conjunction with Substitute, Leftovers, and Sand Veil can make Garchomp very difficult to take down.

Checks and Counters

Choice Scarf Abomasnow makes one of the best checks to Garchomp, often outspeeding both Garchomp and its partner and threatening them with a 100% accurate Blizzard. The fact that Garchomp is usually paired with a Flying-type does nothing to help the situation. Icy Wind Cresselia is one of the most solid counters to Garchomp, breaking Garchomp's Yache Berry, dropping its Speed, and dealing some damage. Latios outspeeds and poses an immediate threat with Draco Meteor, but if Garchomp is able to get a Speed boost (such as Tailwind from Zapdos), then Garchomp is the one threatening the knock out. Finally, Bronzong stops Garchomp cold and can use the turns to set up screens, set up Trick Room, or just use Gyro Ball.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
140
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
90
Accuracy
100%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
10
Deals 40 HP of damage to the target.
 
Power
100
Accuracy
75%
PP
10
20% chance to make the target flinch.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
65
Accuracy
95%
PP
15
10% chance to burn. 10% chance to flinch.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
20
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
30
Accuracy
100%
PP
15
Destroys the foe(s) Berry.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
20
Forces the target to switch to a random ally.
 
Power
90
Accuracy
85%
PP
20
20% chance to confuse the target.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
95
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
30
Raises the user's Attack by 2.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
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