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Garchomp

In-battle formes

Base

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
VGC17
Groundium Z169
Choice Scarf154
Assault Vest169

Mega

HP:108
Attack:170
Defense:115
Sp. Atk:120
Sp. Def:95
Speed:92
Min (-ve nature, 0 IVs)87
Default112
Max Neutral144
Max Positive158
Max Neutral (+1)216
Max Positive (+1)237
Max Neutral (+2)288
Max Positive (+2)316
VGC17
Groundium Z158
Choice Scarf144
Assault Vest158

Evolutions

Strategies

Written by Carbonific

Overview

  • High base stats that are excellently distributed mean Garchomp can perform well in yet another year of VGC.
  • It has just enough Speed to outpace most of the metagame and very high base Attack.
  • Ground typing is also a key to its success, as common foes such as Alolan Marowak and Alolan Muk are weak to it.
  • The newly acquired Groundium Z means Garchomp is no longer mostly walled by Wide Guard, as it once was.
  • A format centralized around Tapu Koko, Tapu Lele, and Tapu Bulu means that Garchomp is rarely safe.
  • Other Ground-types such as Krookodile and Gastrodon can provide more support because of their abilities.

Groundium Z

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Dragon Claw
    No additional effect.
    TypeDragon
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • Fire Fang
    10% chance to burn. 10% chance to flinch.
    TypeFire
    CategoryPhysical
    Power65 BP
    Accuracy95%
Move 3
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

Moves

  • Earthquake is Garchomp's primary STAB move, sporting a high Base Power and great super effective coverage.
  • Dragon Claw can circumvent Wide Guard and threaten opposing Dragon-types.
  • Fire Fang is an alternative for foes such as Kartana, particularly if you're worried about Tapu Fini's Misty Terrain.
  • Poison Jab is used primarily to hit Fairy-types that threaten Garchomp and to hit Grass-types that resist Ground.
  • Protect shields Garchomp for a turn, permitting an ally to eliminate a threat or switch to improve positioning.

Set Details

  • Groundium Z grants Garchomp a nuke capable of circumventing Wide Guard.
  • Rough Skin is preferred due to consistently inflicting damage against contact attackers; particularly weaker hits.
  • Sand Veil can be used when paired with Gigalith's Sand Stream, as this provides a means of reliably activating it.
  • A 252 / 252 spread is fine on a Pokemon like Garchomp that aims to be as fast and hard-hitting as possible.
  • Though, investing at least 76 SpD EVs is an option to survive Tapu Koko's Life Orb-boosted Hidden Power Ice.
  • A Jolly nature is generally superior, but if you don't care about Garchomp Speed ties, Adamant offers more power.

Usage Tips

  • Garchomp generally serves as the offensive backbone to most teams, and will find itself bought to many matches.
  • It's able to be relatively flexible with regards to timing. But bear in mind that leading with it risks a drop from Intimidate.
  • Garchomp's good defensive stats and Rough Skin mean you shouldn't overly worry about taking hits to switch it in.

Team Options

  • Having at least one Flying-type such as Celesteela or Gyarados is a good idea so Garchomp can Earthquake freely.
  • Celesteela along with other Steel-types like Kartana and Magnezone can additionally threaten Fairy-types.
  • Magnezone, or other Electric-types like Tapu Koko and Alolan Raichu, can also beat Water-types and Celesteela.
  • Fire-types such as Arcanine are another option for Celesteela, and can further threaten problematic Ice-types.
  • Making use of Milotic to deter Intimidate can be useful to keep Garchomp's Attack unhindered by the opponent.

Choice Scarf

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
Move 3
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%
  • Fire Fang
    10% chance to burn. 10% chance to flinch.
    TypeFire
    CategoryPhysical
    Power65 BP
    Accuracy95%

Moves

  • Earthquake is the first, and most notable, of Garchomp's STAB moves by providing great coverage at high power.
  • Dragon Claw can threaten opposing Dragon-types, more so than on other sets thanks to Choice Scarf.
  • Poison Jab hits Fairy-types that threaten Garchomp super effectively as well as Grass-types that resist Ground.
  • Rock Slide complements Earthquake's coverage and can easily flinch foes due to Garchomp's high Speed.
  • Fire Fang provides an alternative for Steel-types such as Celesteela and Kartana, which can be problematic.

Set Details

  • Choice Scarf boosts Garchomp's Speed to new heights, outpacing threats such as Tapu Koko and Alolan Raichu.
  • Rough Skin is the more consistent option over Sand Veil and inflicts chip damage to attackers that make contact.
  • Sand Veil can be used over Rough Skin if sand can be reliably active thanks to an allied Gigalith's Sand Stream.
  • The EVs are straightforward. An Adamant nature is used as the increased Speed from Jolly is now unneeded.
  • One option, however, is to invest at least 76 SpD EVs to survive Tapu Koko's Life Orb-boosted Hidden Power Ice.
  • Speed EVs can drop to just 220 to outpace Pheromosa, but matching opposing Garchomp is generally worthwhile.

Usage Tips

  • Garchomp is most effective when brought out mid-late game to finish weakened foes with its Speed.
  • Don't be afraid to switch Garchomp into attacks, as Choice Scarf means foes will get fewer chances to follow up.
  • This also presents a way to inflict chip damage on foes attempting weak contact attacks like Fake Out or Feint.
  • Avoid locking Garchomp into Earthquake if it has no Flying-type allies, as it forces a switch the following turn.
  • This set is especially vulnerable to Wide Guard, so ensure users of the move are a focus for Garchomp's partners.

Team Options

  • Flying-types such as Celesteela and Gyarados are good partners, as Garchomp can Earthquake freely beside them.
  • Celesteela additionally joins other Steel-types such as Kartana and Magnezone in being able to threaten Fairy-types.
  • Electric-types such as Tapu Koko and Alolan Raichu are great allies for threatening Water-types and Celesteela.
  • Vikavolt is another great Electric-type teammate, as Levitate means Garchomp can Earthquake freely beside it.
  • Fire-types such as Arcanine are another option for Celesteela, and, further, are a way of dealing with Ice-types.
  • Milotic can be valuable as a way of deterring your opponent from investing heavily into Intimidate for Garchomp.

Assault Vest

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
Move 3
  • Poison Jab
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4
  • Fire Fang
    10% chance to burn. 10% chance to flinch.
    TypeFire
    CategoryPhysical
    Power65 BP
    Accuracy95%
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%

Moves

  • Earthquake, being a strong spread move, serves as Garchomp's primary STAB move, with good coverage to boot.
  • Dragon Claw is chosen as a reliable secondary STAB move that doesn't hit partners and isn't stopped by Wide Guard.
  • Poison Jab hits Fairy-types hard, which Garchomp has a better chance to retaliate against thanks to Assault Vest.
  • Fire Fang is used primarily for Kartana, but also helps deal with other Grass- and Steel-types like Celesteela.
  • Rock Slide can be chosen if the above Pokemon are non-issues and complementing Earthquake is more valuable.

Set Details

  • Rough Skin is the standard ability, as the chip damage it inflicts is reliable and significant enough to aid KOing foes.
  • However, you may opt to use Sand Veil instead if Garchomp is paired with Gigalith, making it more consistent.
  • Assault Vest complements Garchomp's already good defensive stats by further boosting its Special Defense.
  • The above, in combination with the EVs and nature, make Tapu Koko's Life Orb-boosted Dazzling Gleam a 3HKO.

Usage Tips

  • This set aims to be more of a pivot by taking advantage of good resistances and greater coverage from dropping Protect.
  • For this reason, you'll generally want to keep Garchomp in the back, ready to switch in, rather than as a lead.
  • Doing so also helps it avoid the Attack drops associated with Intimidate, as users of the ability are often led with.
  • Don't be worried about taking big hits to get KOs, such as against Tapu Koko. It's what the set was designed for.
  • While this set isn't restrained by a Choice item, still be cautious of using Earthquake into a potential Wide Guard.

Team Options

  • More than the other sets, this Garchomp enjoys partners that find a good balance between offense and defense.
  • This is because frail attackers can't complete the kind of defensive cores that take advantage of this set's bulk.
  • Flying-types such as Celesteela and Gyarados are nice partners, as Garchomp can Earthquake freely beside them.
  • Celesteela, like other Steel-types such as Kartana and Magnezone, is also useful to threaten opposing Fairy-types.
  • Electric-types like Tapu Koko and Alolan Raichu are useful to deal with threatening Water-types and Celesteela.
  • Vikavolt joins the aforementioned, as its Levitate ability means Garchomp can Earthquake freely alongside it.
  • Fire-types such as Arcanine provide another means for dealing with Celesteela, in addition to Ice-type Pokemon.
  • Milotic is a consideration for providing a means of deterring opposing Intimidate from neutering Garchomp's Attack.

Other Options

  • Rock Tomb is an alternative to Rock Slide that provides a form of speed control in addition to Rock-type coverage.
  • Swords Dance can greatly boost Garchomp's Attack provided it's complemented by the support to pull it off such as Fake Out.
  • Substitute shields Garchomp against status and Intimidate in addition to buffering at least one strong attack.
  • Focus Sash allows survival against a single attack, which is valuable given the amount of attacks that can OHKO.
  • Yache Berry is often better than Focus Sash against Ice-type attacks due to hail otherwise picking Garchomp off at 1 HP.
  • Roseli Berry is another option over Focus Sash which leaves Garchomp reasonably healthy after a Fairy attack.
  • Lum Berry helps protect Garchomp against status, primarily burn, which would otherwise leave it crippled.
  • Life Orb is great alternative item that provides a sizable boost to all Garchomp's attacks in exchange for health.
  • Choice Band grants an even greater boost than Life Orb but, in exchange, locks Garchomp into a single move.

Checks and Counters

Dragon-type Pokemon: Dragon-types such as opposing Garchomp, Salamence, and Goodra, while threatened by their own weakness to Dragon, are nevertheless able to put pressure on Garchomp with their respective STAB moves.

Fairy-type Pokemon: Fairy-types such as Tapu Koko, Tapu Lele, and Tapu Bulu can significantly threaten Garchomp. Tapu Bulu is of note, as while it's incredibly threatened by Poison Jab, its Grassy Terrain is nevertheless an annoyance for reducing the damage of Earthquake.

Ice-type Pokemon: Given that Garchomp is 4x weak to Ice, it makes sense that it's heavily threatened by Ice-type attackers such as Alolan Ninetales and Alolan Sandslash. Water-types are similarly threatening, as they commonly carry Ice-type attacks like Ice Beam.

Celesteela: Celesteela easily walls both of Garchomp's STAB moves, making it a nuisance for Garchomp.

Intimidate and Burns: Intimidate and burn cut into Garchomp's damage output. Intimidate users like Gyarados and Krookodile drop Attack when switched in. Gengar can also use Will-O-Wisp to halve Garchomp's Attack stat.

Speed Control: As Garchomp relies on its high Speed, effects such as Tailwind and Trick Room hamper it.

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
No additional effect. Hits adjacent Pokemon.
 
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
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
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
130
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
85
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
110
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
90
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
40
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
60
Accuracy
100%
PP
15
Varies in 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
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
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
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
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
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
60
Accuracy
95%
PP
15
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% paralysis chance)
 
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
50
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
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
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
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
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
20
Raises the user's Attack by 2.
 
Power
40
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. Poison types can't miss.
 
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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