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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)188
Default240
Max Neutral303
Max Positive333
Max Neutral (+1)454
Max Positive (+1)499
Max Neutral (+2)606
Max Positive (+2)666
Create-A-Pokemon
Swords Dance333
Defensive Stealth Rock (Impish)270
Defensive Stealth Rock (Jolly)297

Evolutions

Strategies

Written by Lasen

Swords Dance

Move 1
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Scale Shot
    Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
    TypeDragon
    CategoryPhysical
    Power25 BP
    Accuracy90%
Move 4
  • Fire Fang
    10% chance to burn. 10% chance to flinch.
    TypeFire
    CategoryPhysical
    Power65 BP
    Accuracy95%
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%

Set Details

Garchomp is CAP's premier wallbreaker, being able to sweep teams with its great STAB combination, above average Speed, and Swords Dance to boost its already stellar Attack. Scale Shot makes it nearly impossible to revenge kill, especially thanks to its good natural bulk, while also doubling up as a decently strong STAB move. Fire Fang allows Garchomp to break past the few Pokemon that resist its STAB combination, namely Corviknight, Equilibra, and Jumbao, while also being an effective tool to handle Ferrothorn. Stone Edge is an option to immediately dispose of Flying-types such as Mandibuzz and Zapdos. Leftovers provides more longevity, while a Life Orb boosts Garchomp's firepower and lets it blow past Clefable and Equilibra.

Garchomp is a very self-sufficient Pokemon, helping its teammates moreso than getting help from them. Regardless, Future Sight support from Slowking or Slowbro is appreciated to prevent physical walls such as Tomohawk and Arghonaut from immediately switching in. Jumbao is another good partner, breaking past physical walls with its strong special attacks and potentially providing Drought for a stronger Fire Fang or Healing Wish support. Stealth Rock setters like Heatran and Tyranitar can take Ice-type moves to cover one of Garchomp's core weaknesses. Heatran also covers the Fairy-type matchup and can use Taunt on walls such as Tomohawk and Zapdos to prevent them from recovering their HP. Because Rillaboom can revenge kill -1 Defense Garchomp, Zapdos and Corviknight are good to resist its Grassy Glide, and they can also provide Defog. In return, Garchomp offensively checks Heatran, which threatens both of them. In hyper offense builds, Volcarona and Cawmodore both form good wallbreaking cores with Garchomp, with Volcarona disposing of Garchomp's checks in Jumbao and Tomohawk while Garchomp breaks through Heatran and Blissey. Cawmodore and Garchomp overwhelm their shared checks through repeated hits.

Defensive Stealth Rock

Move 1
Move 2
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 4
  • Endure
    User survives attacks this turn with at least 1 HP.
    TypeNormal
    Priority4
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
  • Dragon Tail
    Forces the target to switch to a random ally.
    TypeDragon
    CategoryPhysical
    Power60 BP
    Accuracy90%
    Priority-6

Set Details

Defensive Garchomp has a great defensive typing, great natural bulk, and good Speed, allowing it to set up Stealth Rock quite comfortably despite not having reliable recovery. Rough Skin and Rocky Helmet hurt contact-reliant physical attackers such as Zeraora and Rillaboom as well as U-turn and Knock Off users like Tornadus-T. Toxic allows Garchomp to cripple common entry hazard removers such as Tomohawk, Mandibuzz, Zapdos, and Tornadus-T, which are immune to Earthquake, and the bulky Water- and Ground-types that want to switch into it. Endure works extremely well with the poison and contact damage that Garchomp deals. Another option is Rest, which gives Garchomp longevity while also turning it into a pseudo-status absorber against various foes it switches into, such as Heatran and Toxapex. Alternatively, Dragon Tail phazes foes and forces them to take damage from Stealth Rock. Fire-type coverage can be run to hit Steel-types such as Equilibra and Corviknight, which are otherwise immune to Garchomp's moveset and can remove Stealth Rock for free as it switches out. 120 Speed EVs with an Impish nature allow Garchomp to outspeed Adamant Rillaboom, while a Jolly nature allows it to outspeed Jolly Rillaboom, Timid Heatran, and Zapdos.

Defensive Garchomp appreciates Knock Off support to get the most mileage out of its Stealth Rock by removing foes' Heavy-Duty Boots and Leftovers. Ferrothorn and Arghonaut both have Knock Off and appreciate Garchomp pressuring Defog users so they can set up their own hazards. Garchomp struggles against Fairy-types, so partners like Heatran, Corviknight, and Scizor are appreciated. Blissey is a great partner that can provide cleric support and sponge the commonly special Ice- and Dragon-type attacks Garchomp fears. In exchange, Garchomp can take on the physical attackers that threaten Blissey and most likely chip them as they make contact with it. Bulky Water-types like Slowking and Arghonaut and Flying-types like Tornadus-T all appreciate Garchomp checking Electric-type pivots such as Zeraora and Zapdos extremely well.

Checks and Counters

Fairy-types: Jumbao, Clefable, and Tapu Fini can all switch in on Garchomp and take a hit while threatening it out with Moonblast, but they still have to be careful of Life Orb Swords Dance sets. They also block Scale Shot and the Speed boost it provides so Garchomp can be more easily revenge killed. Kerfluffle has the option of switching in and threatening to OHKO, but it takes heavy damage from Earthquake.

Physically Bulky Pokemon: Tomohawk, Hippowdon, Slowbro, and Arghonaut all can take Garchomp's physical hits and force it out by either phazing it, threatening it with status, or straight up winning against it. None of them appreciate the defensive set's Toxic, though.

Ice-type moves: Syclant and Weavile both can outspeed and force out Garchomp, and they can even revenge kill it after Scale Shot with STAB Ice Shard. Ice Beam from various special attackers such as Krilowatt and Gastrodon will similarly end with Garchomp being KOed.

Rillaboom: Not only can Rillaboom revenge kill Swords Dance sets thanks to Grassy Glide and Scale Shot lowering Garchomp's Defense, but its Grassy Terrain lowers Earthquake's power. Defensive Garchomp will almost trade with it through recoil, however, so it has to be careful.

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
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
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
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
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
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
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
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
PP
20
Forces the target to switch to a random ally.
 
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
25
Accuracy
90%
PP
20
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
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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