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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

Evolutions

Strategies

Written by scionicle

Overview

Draft Order: Late round 1 onwards

Price Range: 17 points

Overview: Garchomp boasts an excellent Attack stat, respectable bulk, solid Speed, a valuable typing, strong setup options, good coverage, and access to multiple entry hazards. These traits allow it to fill a variety of roles, and it excels at most of them. Garchomp can be the centerpiece of a draft with the right support or serve as a great partner for a different round 1 pick.

Common Roles

Offensive Utility: The immediate threat of Garchomp's STAB moves can often force switches, giving it opportunities to set entry hazards without much risk. By combining a hazard-setting move with Swords Dance, Scale Shot, and Earthquake, it can contribute in multiple ways during a single game.

Tank: Garchomp is an excellent bulky entry hazard setter with access to Stealth Rock and Spikes. Its high base Attack allows it to avoid being passive even without investment, and it can damage foes without attacking thanks to Rough Skin. Dragon Tail is a solid option for defensive sets to prevent setup and force additional hazard damage on the opposing team.

Wallbreaker: Swords Dance and offensive items allow Garchomp to easily break most walls. It has many coverage options if its STAB moves aren't effective for a given matchup, and it can even use its decent Special Attack to break some Pokemon with Draco Meteor or Fire Blast.

Setup Sweeper: Garchomp's great Attack, bulk, and setup moves let it quickly end games if it finds the right opportunities.

Common Moves

Primary STAB Moves: Earthquake, Scale Shot, Outrage, Dragon Claw, Draco Meteor

Setup Moves: Swords Dance

Utility Moves: Stealth Rock, Spikes, Dragon Tail, Substitute, Protect

Coverage: Iron Head, Poison Jab, Stone Edge, Rock Slide, Crunch, Brick Break, Liquidation, Fire Fang, Aerial Ace, Fire Blast, Surf

Niche Moves

Endure: Endure can be used to force physical attackers into attacking Garchomp an additional time, increasing chip damage from Rough Skin and a potential Rocky Helmet. This move also works well with a Custap Berry or Salac Berry, which can give Garchomp an extra chance to act against faster foes.

Rock Tomb / Bulldoze: These moves can be used to inhibit faster Pokemon while damaging them. If Speed-boosting foes are a concern, they can be a decent alternative to Dragon Tail that isn't denied by Tera Fairy.

Fling: Fling requires specific otherwise-useless items to be held, but there are rare instances where it may be useful. Notably, using Fling in combination with Light Ball can catch opponents off guard by paralyzing foes.

Common Items

Rocky Helmet: Defensive Garchomp sets enjoy using the combination of Rocky Helmet and Rough Skin to deal considerable passive damage to users of contact moves.

Loaded Dice: In matchups where offensive Garchomp has good opportunities to set up, Scale Shot can be turned into a more consistent attack with Loaded Dice, reducing the need for other attacks.

Sitrus Berry: Garchomp's offensive Swords Dance sets often have enough bulk to take a hit or two and activate a Sitrus Berry, effectively giving it more HP to survive hits from revenge killers.

Leftovers: Leftovers provides consistent recovery to defensive sets if Garchomp isn't expected to take damage quickly. At the cost of a move slot, Protect can be run with Leftovers to increase its healing potential while scouting for attacks.

Resistance Berries: Yache, Roseli, and Haban Berries are great options for enabling Swords Dance sweeps if the foe is expected to have super effective coverage. With a resistance Berry, Garchomp can safely set up on Pokemon it normally shouldn't be able to. They're also useful for avoiding attempted revenge kills.

Niche Items

Choice Band: Choice Band allows Garchomp to be a powerful wallbreaker against bulkier teams.

Choice Scarf: Choice Scarf allows Garchomp to revenge kill faster Pokemon or attempt to clean with Earthquake or Outrage.

Damage-boosting Items: Items such as Soft Sand and Life Orb can be used to reach specific damage thresholds.

Lum Berry: Lum Berry is helpful if status is one of the opponent's best options for stopping offensive Garchomp.

Tera

Garchomp is typically banned from Terastallizing due to its overwhelming setup potential. If it's allowed to Terastallize, a defensive type like Tera Fairy or Steel can often provide more than enough protection for it to set up and sweep the opposing team. Tera Fire can provide key resistances to Ice and Fairy, an immunity to burn, and a strong coverage option. Tera Dragon and Ground are also good options that provide extra wallbreaking power.

Draft Strategy

Garchomp will often be the first or second Pokemon drafted on a team, so at least some of the following Pokemon should be chosen to support it. Its versatility makes it an asset on most teams, but certain traits should be sought out in the other mid-to-high price picks.

Speed Control: Garchomp's base 102 Speed isn't bad, but there are many strong Pokemon that it struggles to keep up with. Faster allies like Greninja, Tornadus-T, and Cinderace are necessary for revenge killing, cleaning, and forcing fast foes to run Speed-boosting natures. Allies with strong priority attacks like Palafin and Scizor can also help with revenge killing.

Alternate Entry Hazard Setters: While Garchomp excels at setting hazards, it should not be the only choice for those moves. At least one additional Stealth Rock and Spikes user can be extremely valuable for enabling Garchomp's offensive sets and opening up its set versatility.

Extra Offense: Garchomp should not be the only powerful attacker on a draft. Most early-round picks can provide power, but strong Tera Captains like Iron Moth, Zarude, and the Ogerpon formes add a lot.

Defensive Partners: Garchomp can't handle most Ice-type attacks, so a bulky Ice-resistant teammate is great to sponge those hits for it. Some options include Primarina, Gholdengo, and Metagross. Steel-types partners also provide insurance against Fairy-types.

Checks and Counters

Fairy-types: Bulky Fairy-types, such as Scream Tail and Galarian Weezing, are capable of switching in on Garchomp and threatening it out. They also block Scale Shot, making it difficult to sweep. Any Fairy-type holding an Air Balloon is immune to both of Garchomp's STAB types, which can turn it into a liability if it's not prepared. Tera Fairy is also a common option for countering Garchomp.

Physical Walls: Pokemon with good physical Defense and no weakness to Garchomp's STAB attacks can seriously limit its offensive potential, sometimes forcing it to act as support or run special attacks. Walls that give Garchomp trouble include Corviknight, Uxie, and Dondozo.

Revenge Killers: Offensive Garchomp sets have to be on the lookout for revenge killers even if it lands a Scale Shot. Many drafts have a dangerous Choice Scarf user—Iron Valiant, Enamorus, Iron Bundle, and Greninja are just a few options. Garchomp's Ice weakness and the fact that Scale Shot lowers its Defense means that most Ice Shard users, such as Weavile and even Donphan, can easily end a sweep.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
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
100% chance lower adjacent Pkmn Speed by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
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
Accuracy
PP
15
Ally: Crit ratio +1, or +2 if ally is Dragon type.
 
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
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
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
10
20% 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
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
80
Accuracy
100%
PP
20
No additional effect.
 
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
5
User sleeps 2 turns and restores HP and status.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
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
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
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
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
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
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
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