Garchomp-Mega analysis:
Overview
* Garchomp is one of the most notable wallbreakers due to its dual STAB; most defensively oriented walls in the metagame, such as Giratina, Zygarde-C, and Registeel are hit supereffectively by its STAB moves and 170 base Attack makes options for counterplay even narrower..
* Thanks to its ability to utilize Thousand Arrows, Precipice Blades, Dragon Hammer, and other moves with STAB boost, Garchomp is very hard to wall without specific preparations which often leads to inefficient teambuilding against other teams.
* Base Speed of 92 is another selling point of Garchomp and it outspeeds important threats such as Primal Kyogre, Zekrom, and more.
* 120 Special Attack, while usable as a check to Fur Coat Giratina and Zygarde in efficient way, it is quite disappointing compared to the rest of the meta, and it is often forced to run physical-oriented sets.
* The most disappointing trait of Garchomp is its weakness to -ate attackers with priority such as Kyurem-B and Mega Diancie. This forces Garchomp to switch out a lot, and every time it causes loss of momentum.
* In addition, Garchomp has weakness to Core Enforcer and does not possess good special bulk. This means making wrong decisions will leave Garchomp vulnerable to the likes of Giratina and Zygarde-C which are the threats Garchomp is supposed to defeat.
* Overall, using Garchomp means that one decides to check certain important threats with a unique wallbreaker at a cost of forcing themselves to acquire somewhat heavy team support for Garchomp to fulfill its role.
Mold Breaker
Garchomp-Mega @ Dragonium Z / Choice Band
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Precipice Blades
- Dragon Hammer
- Stealth Rock / Switcheroo / Pursuit
Set Comments
Moves
* Thousand Arrows is the first primary STAB move of Garchomp which is very spammable due to its excellent neutral coverage.
* Precipice Blades has significantly more power, and lets Garchomp to reliably 2HKO Mega Audino. The move makes breaking other walls easier at a cost of imperfect accuracy.
* Ability to use STAB Dragon Hammer is the reason to choose Garchomp over other physical wallbreakers. It hits Giratina and Zygarde-C supereffectively and 2HKOs both of them with ease.
* Stealth Rock allows Garchomp to do something worthwhile with Dragonium Z set while forcing out switches, when its health is low, or has been crippled by a burn. This can be done reliably thanks to Mold Breaker ignoring Magic Bounce.
* Switcheroo can be used with Choice Band to cripple an opponent that consistently walls Garchomp, such as Mega Slowbro and Mega Audino lacking Z-crystal.
* Pursuit can be used to trap Sturdy Shedinja if Garchomp's team needs a dedicated check to it.
Set Details
* Jolly nature is chosen over Adamant nature for Garchomp to outspeed notable threats like Zekrom and Primal Kyogre.
* Dragonium Z allows Garchomp to deal heavy damage on Zygarde-C and Giratina with Devestating Drake while ignoring problematic abilities such as Fur Coat. This item also does not lock Garchomp into a single move.
* Choice Band allows Garchomp to have its damage output high enough to 2HKO Mega Rayquaza with Thousand Arrows on the switch-in and OHKO Registeel and Solgaleo.
* Mold Breaker lets Garchomp deal massive damage while ignoring problematic ability such as Fur Coat and Sturdy, and set Stealth Rock on opposing team ignoring Magic Bounce. This allows Garchomp to function outsides balance teams.
Usage Tips
* Simply spamming Thousand Arrows pressures the opponent, since Fur Coat walls such as Primal Kyogre or Chansey cannot consecutively take damage from Mold Breaker.
* Garchomp can be a solid check to Sturdy Shedinja, if one cannot have other teammates to have an appropriate check against it. Once Garchomp safely switches into Sturdy Shedinja, it can successfully get rid of it using Pursuit, but it cannot switch into Endeavor.
* Garchomp also excels in harassing stall teams due to the guaranteed Stealth Rock setup from Mold Breaker and the ability to pressure Defog users using Choice Band or Dragonium Z.
* Choice Band set has hard time switching in due to its susceptibility to attackers, such both Mega's of Mewtwo, Mega Rayquaza, and many other opponents that is faster than Garchomp and has advantage in terms of typing.
* Garchomp's typing leaves it vulnerable to prevalent coverage moves such as Core Enforcer. Slow U-turns from supports such as Registeel or Mega Audino are necessary for Garchomp to successfully switch in without harm and inflict heavy damage on opponents.
* Choice Scarf set can pose a surprise on opponent; however, one is recommended not to reveal Garchomp's access to Choice Scarf until they ensure they can achieve crucial KO against Mewtwo, Mega Rayquaza, and others. Though it has significantly less power than Choice Band set, it can contribute to late game clean-up with high speed from the item.
Team Options
* Common walls that shut down most options from Garchomp include physically defensive Giratina and Audino-Mega, and Slowbro-Mega and special attackers such as Diancie or Mega Mewtwo Y will be a good partner for Garchomp. On the other hand, aforementioned walls can be good allies for imposter-proofing.
* One is strongly recommended to pair Garchomp with strong special attackers, such as Mega Mewtwo Y, Mega Gengar, or any -ate user with Boomburst who are capable of threatening defensive behemoths such as Mega Slowbro.
* Steel type support is almost mandatory so it can cover Garchomp's weakness almost flawlessly.
Mixed Adaptability
Garchomp-Mega @ Life Orb / Dragonium Z
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Thousand Arrows
- Draco Meteor / Core Enforcer
- Precipice Blades / Sunsteel Strike / Leech Seed
- Dragon Hammer
Set Comments
Moves
* Thousand Arrows will do more than decent damage with Adaptability while hitting most targets in the metagame at least neutrally and hitting Dragon-resistant-types neutrally.
* Draco Meteor, combined with Adaptability, nets incredible damage against Dragon-types, and is capable of OHKOing Giratina after Stealth Rock damage. It also punishes physically defensive walls such as Slowbro when it switches in. Along with Dragonium Z, it turns into a very powerful Devastating Drake with base power of 195 and it is capable of OHKOing walls that Draco Meteor cannot.
* Core Enforcer can be fit in the set, but the power is inferior to Draco Meteor and it fails to OHKO Zygarde-C and Giratina even with Devastating Drake. However, its ability to get rid of Fur Coat on the switch is sometimes worth.
* Precipice Blades is a devastating weapon that is to be used to OHKO Steel-types and most Primal Kyogre variants after Stealth Rock damage with Life Orb.
* Sunsteel Strike is used to punish bulky Fairy-types such as Mega Audino or Xerneas, as well as hitting Sturdy Shedinja.
* Leech Seed, while it may seem as an odd option for offensive set, helps Garchomp recover damage from Life Orb and entry hazards as well as letting its teammate wall Imposter easier if it was seeded on the switch. It also eliminates Sturdy Shedinja on the switch.
* Dragon Hammer is a second STAB move that can be abused with Garchomp's significantly higher Attack stat, and it threatens Giratina and Zygarde-C if they lack Fur Coat.
Set Details
* Naive nature has been chosen so Garchomp can outspeed unboosted Zekrom and Kyogre, while not hampering its own Special Attack stat which is crucial in terms of attacking physically defensive walls. It also reduces the damage Garchomp takes from U-turn.
* Adaptability strengthens Garchomp's already strong Attack stat even further, in addition to improving the damage output from its mediocre Special Attack stat.
* Life Orb lets Garchomp consistently do high damage and grants enough boost to OHKO Steel-types and Giratina after Stealth Rock damage using appropriate moves, in exchange of having bothersome recoil that puts Garchomp in timer.
* Dragonium Z lets Garchomp launch an Adaptability-boosted Devastating Drake, letting it KO notable walls such as Giratina and Zygarde-C.
Usage Tips
* This set can work early-game as a counter to any support walls that Garchomp has advantage in terms of typing.
* Garchomp generally functions as hit-and-run wallbreaker with this set, and it should be switched on safe pivoting, double switches, and recovery moves, heavily damaging or crippling the opposing team.
* Many unexpected opponents can run Ice-type coverage moves or Core Enforcer, so one should be aware of this possibility if Garchomp is unable to KO an opponent. Scouting the opposing team, such as using Imposter or pivoting safely, is necessary to keep Garchomp safe.
* Prior damage from pivoting moves or entry hazard is very beneficial for Garchomp to secure 2HKOes on Fur Coat walls and OHKOes on both Primals.
Team Options
* Due to Garchomp's unique offensive set, one is strongly recommened to carry Fur Coat user with high Special Defense to sponge Impostered Garchomp's attack. Fur Coat Kyogre can take Draco Meteor quite well and retaliate with Ice-type coverage moves or threaten to burn Imposter with Scald, Lugia and Arceus has even better overall bulk and check Garchomp better due to the virtue of its Speed, and Shedinja can also work as a solid check. If Garchomp carries Core Enforcer, Fur Coat Audino or Xerneas can check this set assuming it lacks Sunsteel Strike. If Garchomp has both Core Enforcer and Sunsteel Strike, Fur Coat Tapu Fini is the most appropriate wall to imposter-proof this set.
* Foe's team will have most of their walls struggling against this set, due to Garchomp being able to bypass Steel-types that can take Dragon-type STAB moves with Thousand Arrows or Precipice Blades, while Fairy-types that can sponge Dragon-type moves usually struggle against Adaptability-boosted Ground-type moves. Therefore, Garchomp should be kept safe and be switched in with safety, so slow supports such as Registeel with appropriate switching moves such as U-turn will help Garchomp to fulfill its role much easier and handle -ate users.
* Garchomp also appreciates Stealth Rock support, since Stealth Rock damage will secure most OHKO from this set.
* Imposter is always troublesome even with imposter-proofing walls due to it stealing momentum, so trapping strategies using Magnet Pull or trapping moves, or spamming paralysis on the opposing team using Nuzzle is going to alleviate this issue.
Other Options
* If Garchomp has Choice Items, U-turn is always a viable option that lets Garchomp pivot in situations such as forced switches.
* Poison Heal set is also viable for Garchomp thanks to the virtue of its stats and STAB Thousand Arrows being able to hit most types neutrally. The set with Thousand Arrows, Knock Off or Leech Seed, Will-O-Wisp and Shift Gear is capable of breaking through defensive and unprepared teams as well as being able to defeat its own Imposter. However, this set is generally lackluster due to the prevalence of Core Enforcer in the metagame which Garchomp is weak to and can remove Poison Heal.
* Changing ability to Dazzling and item to Choice Scarf leaves Garchomp invulnerable to priority moves from unboosted -ate users as well as blocking Parting Shot from Prankster Steel types, but the damage output will be significantly less powerful. However, it can still function as somewhat effective revenge killer.
Checks and Counters
-ate users: Garchomp is generally weak to priority itself, but its huge weakness to -ate users is worthy of specific and separate mentions. Garchomp has very exploitable weakness from Refrigerate and Pixilate, meaning Kyurem-B and Mega Diancie is a nightmare and bane to Garchomp's role. It is always forced to switch out, unless a Choice Scarf set is used under the Psychic Terrain.
Fur Coat: Unless Garchomp has Mold Breaker or has mixed Adaptability set, Fur Coat will shut down most of Garchomp's options, leaving it unable to do much damage, and force Garchomp to switch into different ally, handing over the momentum to foe's team.
Core Enforcer: The move itself is very prevalent in the metagame. In addition to the fact that Garchomp is weak to Core Enforcer, relatively low Special Defense stat that is sometimes worsened with Naive nature will leave Garchomp vulnerable even against passive walls who equip it. Another consequence of taking this move is nullifying Garchomp's ability which may change crucial 2HKO's or OHKO's against walls.
Fast Attackers: Mega Rayquaza, both Mega Mewtwo X and Y, and plenty of other foes are capable of outspeeding Garchomp, and able to KO or severely dent it with their respectable or very high offensive stats using STAB move, or coverage moves, before Garchomp can hit them back. This is problematic due to Garchomp having very rare opportunities to accumulate boosts to outspeed them. However, all of them must watch out for Choice Scarf sets if they have been sufficiently weakened.
Status: Burn leaves Garchomp useless for the rest of the battle unless a cleric is present in the team. A rare paralysis caused by Glare is very tragic, especially Garchomp has equipped a Choice Scarf to outspeed threats. Poison, while not devastating as Burn and Paralysis, puts a timer on Garchomp and forces it to win mind games when it gains a chance executing a move to damage opposing team as much as possible before it succumbs to Poison.

Overview
* Garchomp is one of the most notable wallbreakers due to its dual STAB; most defensively oriented walls in the metagame, such as Giratina, Zygarde-C, and Registeel are hit supereffectively by its STAB moves and 170 base Attack makes options for counterplay even narrower..
* Thanks to its ability to utilize Thousand Arrows, Precipice Blades, Dragon Hammer, and other moves with STAB boost, Garchomp is very hard to wall without specific preparations which often leads to inefficient teambuilding against other teams.
* Base Speed of 92 is another selling point of Garchomp and it outspeeds important threats such as Primal Kyogre, Zekrom, and more.
* 120 Special Attack, while usable as a check to Fur Coat Giratina and Zygarde in efficient way, it is quite disappointing compared to the rest of the meta, and it is often forced to run physical-oriented sets.
* The most disappointing trait of Garchomp is its weakness to -ate attackers with priority such as Kyurem-B and Mega Diancie. This forces Garchomp to switch out a lot, and every time it causes loss of momentum.
* In addition, Garchomp has weakness to Core Enforcer and does not possess good special bulk. This means making wrong decisions will leave Garchomp vulnerable to the likes of Giratina and Zygarde-C which are the threats Garchomp is supposed to defeat.
* Overall, using Garchomp means that one decides to check certain important threats with a unique wallbreaker at a cost of forcing themselves to acquire somewhat heavy team support for Garchomp to fulfill its role.
Mold Breaker
Garchomp-Mega @ Dragonium Z / Choice Band
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Precipice Blades
- Dragon Hammer
- Stealth Rock / Switcheroo / Pursuit
Set Comments
Moves
* Thousand Arrows is the first primary STAB move of Garchomp which is very spammable due to its excellent neutral coverage.
* Precipice Blades has significantly more power, and lets Garchomp to reliably 2HKO Mega Audino. The move makes breaking other walls easier at a cost of imperfect accuracy.
* Ability to use STAB Dragon Hammer is the reason to choose Garchomp over other physical wallbreakers. It hits Giratina and Zygarde-C supereffectively and 2HKOs both of them with ease.
* Stealth Rock allows Garchomp to do something worthwhile with Dragonium Z set while forcing out switches, when its health is low, or has been crippled by a burn. This can be done reliably thanks to Mold Breaker ignoring Magic Bounce.
* Switcheroo can be used with Choice Band to cripple an opponent that consistently walls Garchomp, such as Mega Slowbro and Mega Audino lacking Z-crystal.
* Pursuit can be used to trap Sturdy Shedinja if Garchomp's team needs a dedicated check to it.
Set Details
* Jolly nature is chosen over Adamant nature for Garchomp to outspeed notable threats like Zekrom and Primal Kyogre.
* Dragonium Z allows Garchomp to deal heavy damage on Zygarde-C and Giratina with Devestating Drake while ignoring problematic abilities such as Fur Coat. This item also does not lock Garchomp into a single move.
* Choice Band allows Garchomp to have its damage output high enough to 2HKO Mega Rayquaza with Thousand Arrows on the switch-in and OHKO Registeel and Solgaleo.
* Mold Breaker lets Garchomp deal massive damage while ignoring problematic ability such as Fur Coat and Sturdy, and set Stealth Rock on opposing team ignoring Magic Bounce. This allows Garchomp to function outsides balance teams.
Usage Tips
* Simply spamming Thousand Arrows pressures the opponent, since Fur Coat walls such as Primal Kyogre or Chansey cannot consecutively take damage from Mold Breaker.
* Garchomp can be a solid check to Sturdy Shedinja, if one cannot have other teammates to have an appropriate check against it. Once Garchomp safely switches into Sturdy Shedinja, it can successfully get rid of it using Pursuit, but it cannot switch into Endeavor.
* Garchomp also excels in harassing stall teams due to the guaranteed Stealth Rock setup from Mold Breaker and the ability to pressure Defog users using Choice Band or Dragonium Z.
* Choice Band set has hard time switching in due to its susceptibility to attackers, such both Mega's of Mewtwo, Mega Rayquaza, and many other opponents that is faster than Garchomp and has advantage in terms of typing.
* Garchomp's typing leaves it vulnerable to prevalent coverage moves such as Core Enforcer. Slow U-turns from supports such as Registeel or Mega Audino are necessary for Garchomp to successfully switch in without harm and inflict heavy damage on opponents.
* Choice Scarf set can pose a surprise on opponent; however, one is recommended not to reveal Garchomp's access to Choice Scarf until they ensure they can achieve crucial KO against Mewtwo, Mega Rayquaza, and others. Though it has significantly less power than Choice Band set, it can contribute to late game clean-up with high speed from the item.
Team Options
* Common walls that shut down most options from Garchomp include physically defensive Giratina and Audino-Mega, and Slowbro-Mega and special attackers such as Diancie or Mega Mewtwo Y will be a good partner for Garchomp. On the other hand, aforementioned walls can be good allies for imposter-proofing.
* One is strongly recommended to pair Garchomp with strong special attackers, such as Mega Mewtwo Y, Mega Gengar, or any -ate user with Boomburst who are capable of threatening defensive behemoths such as Mega Slowbro.
* Steel type support is almost mandatory so it can cover Garchomp's weakness almost flawlessly.
Mixed Adaptability
Garchomp-Mega @ Life Orb / Dragonium Z
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Thousand Arrows
- Draco Meteor / Core Enforcer
- Precipice Blades / Sunsteel Strike / Leech Seed
- Dragon Hammer
Set Comments
Moves
* Thousand Arrows will do more than decent damage with Adaptability while hitting most targets in the metagame at least neutrally and hitting Dragon-resistant-types neutrally.
* Draco Meteor, combined with Adaptability, nets incredible damage against Dragon-types, and is capable of OHKOing Giratina after Stealth Rock damage. It also punishes physically defensive walls such as Slowbro when it switches in. Along with Dragonium Z, it turns into a very powerful Devastating Drake with base power of 195 and it is capable of OHKOing walls that Draco Meteor cannot.
* Core Enforcer can be fit in the set, but the power is inferior to Draco Meteor and it fails to OHKO Zygarde-C and Giratina even with Devastating Drake. However, its ability to get rid of Fur Coat on the switch is sometimes worth.
* Precipice Blades is a devastating weapon that is to be used to OHKO Steel-types and most Primal Kyogre variants after Stealth Rock damage with Life Orb.
* Sunsteel Strike is used to punish bulky Fairy-types such as Mega Audino or Xerneas, as well as hitting Sturdy Shedinja.
* Leech Seed, while it may seem as an odd option for offensive set, helps Garchomp recover damage from Life Orb and entry hazards as well as letting its teammate wall Imposter easier if it was seeded on the switch. It also eliminates Sturdy Shedinja on the switch.
* Dragon Hammer is a second STAB move that can be abused with Garchomp's significantly higher Attack stat, and it threatens Giratina and Zygarde-C if they lack Fur Coat.
Set Details
* Naive nature has been chosen so Garchomp can outspeed unboosted Zekrom and Kyogre, while not hampering its own Special Attack stat which is crucial in terms of attacking physically defensive walls. It also reduces the damage Garchomp takes from U-turn.
* Adaptability strengthens Garchomp's already strong Attack stat even further, in addition to improving the damage output from its mediocre Special Attack stat.
* Life Orb lets Garchomp consistently do high damage and grants enough boost to OHKO Steel-types and Giratina after Stealth Rock damage using appropriate moves, in exchange of having bothersome recoil that puts Garchomp in timer.
* Dragonium Z lets Garchomp launch an Adaptability-boosted Devastating Drake, letting it KO notable walls such as Giratina and Zygarde-C.
Usage Tips
* This set can work early-game as a counter to any support walls that Garchomp has advantage in terms of typing.
* Garchomp generally functions as hit-and-run wallbreaker with this set, and it should be switched on safe pivoting, double switches, and recovery moves, heavily damaging or crippling the opposing team.
* Many unexpected opponents can run Ice-type coverage moves or Core Enforcer, so one should be aware of this possibility if Garchomp is unable to KO an opponent. Scouting the opposing team, such as using Imposter or pivoting safely, is necessary to keep Garchomp safe.
* Prior damage from pivoting moves or entry hazard is very beneficial for Garchomp to secure 2HKOes on Fur Coat walls and OHKOes on both Primals.
Team Options
* Due to Garchomp's unique offensive set, one is strongly recommened to carry Fur Coat user with high Special Defense to sponge Impostered Garchomp's attack. Fur Coat Kyogre can take Draco Meteor quite well and retaliate with Ice-type coverage moves or threaten to burn Imposter with Scald, Lugia and Arceus has even better overall bulk and check Garchomp better due to the virtue of its Speed, and Shedinja can also work as a solid check. If Garchomp carries Core Enforcer, Fur Coat Audino or Xerneas can check this set assuming it lacks Sunsteel Strike. If Garchomp has both Core Enforcer and Sunsteel Strike, Fur Coat Tapu Fini is the most appropriate wall to imposter-proof this set.
* Foe's team will have most of their walls struggling against this set, due to Garchomp being able to bypass Steel-types that can take Dragon-type STAB moves with Thousand Arrows or Precipice Blades, while Fairy-types that can sponge Dragon-type moves usually struggle against Adaptability-boosted Ground-type moves. Therefore, Garchomp should be kept safe and be switched in with safety, so slow supports such as Registeel with appropriate switching moves such as U-turn will help Garchomp to fulfill its role much easier and handle -ate users.
* Garchomp also appreciates Stealth Rock support, since Stealth Rock damage will secure most OHKO from this set.
* Imposter is always troublesome even with imposter-proofing walls due to it stealing momentum, so trapping strategies using Magnet Pull or trapping moves, or spamming paralysis on the opposing team using Nuzzle is going to alleviate this issue.
Other Options
* If Garchomp has Choice Items, U-turn is always a viable option that lets Garchomp pivot in situations such as forced switches.
* Poison Heal set is also viable for Garchomp thanks to the virtue of its stats and STAB Thousand Arrows being able to hit most types neutrally. The set with Thousand Arrows, Knock Off or Leech Seed, Will-O-Wisp and Shift Gear is capable of breaking through defensive and unprepared teams as well as being able to defeat its own Imposter. However, this set is generally lackluster due to the prevalence of Core Enforcer in the metagame which Garchomp is weak to and can remove Poison Heal.
* Changing ability to Dazzling and item to Choice Scarf leaves Garchomp invulnerable to priority moves from unboosted -ate users as well as blocking Parting Shot from Prankster Steel types, but the damage output will be significantly less powerful. However, it can still function as somewhat effective revenge killer.
Checks and Counters
-ate users: Garchomp is generally weak to priority itself, but its huge weakness to -ate users is worthy of specific and separate mentions. Garchomp has very exploitable weakness from Refrigerate and Pixilate, meaning Kyurem-B and Mega Diancie is a nightmare and bane to Garchomp's role. It is always forced to switch out, unless a Choice Scarf set is used under the Psychic Terrain.
Fur Coat: Unless Garchomp has Mold Breaker or has mixed Adaptability set, Fur Coat will shut down most of Garchomp's options, leaving it unable to do much damage, and force Garchomp to switch into different ally, handing over the momentum to foe's team.
Core Enforcer: The move itself is very prevalent in the metagame. In addition to the fact that Garchomp is weak to Core Enforcer, relatively low Special Defense stat that is sometimes worsened with Naive nature will leave Garchomp vulnerable even against passive walls who equip it. Another consequence of taking this move is nullifying Garchomp's ability which may change crucial 2HKO's or OHKO's against walls.
Fast Attackers: Mega Rayquaza, both Mega Mewtwo X and Y, and plenty of other foes are capable of outspeeding Garchomp, and able to KO or severely dent it with their respectable or very high offensive stats using STAB move, or coverage moves, before Garchomp can hit them back. This is problematic due to Garchomp having very rare opportunities to accumulate boosts to outspeed them. However, all of them must watch out for Choice Scarf sets if they have been sufficiently weakened.
Status: Burn leaves Garchomp useless for the rest of the battle unless a cleric is present in the team. A rare paralysis caused by Glare is very tragic, especially Garchomp has equipped a Choice Scarf to outspeed threats. Poison, while not devastating as Burn and Paralysis, puts a timer on Garchomp and forces it to win mind games when it gains a chance executing a move to damage opposing team as much as possible before it succumbs to Poison.
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