SV OU It's not Garchover - Garchomp Team

Hello, it's been a while since I last posted anything, but here I am with a garchomp team and this time knowing how to write. I will get any pretentions that this team is groundbreaking out of the way, it works but it's not the most amazing thing ever. I want to make Garchomp work again, so I humbly lay this team for this forum to rate and improve. Hope you enjoy it.

Meet the Team
It's not Garchover yet!
Meet the Chomp

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Garchomp @ Choice Band/Life Orb
Ability: Rough Skin
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Earthquake
- Outrage
- Stone Edge
- Iron Head
The star of the team, the one who cannot be removed from this team and the recently UU-made Garchomp, which I do believe is still viable in OU if done correctly. Chomp here is a wallbreaker over anything else, the astronomical attack stat coupled with a Choice Band makes it easy to punch through cores or walls, Tera Dragon Outrage is the main way to cause absurd damage, being able to mow down even resists. It can afford running an Adamant nature for more power due to Sticky Web support, but I am aware that not every game can have Webs up, so a Jolly nature is not out of question even if it will cut onto its power. Life Orb is another choice to give Chomp a higher power while not limiting it to one attack, speaking of which, it is valid to note that if this team were not to have Sticky Web, Chomp could run a Choice Scarf to be a cleaner.

Meet the Bee
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Ribombee @ Focus Sash
Ability: Shield Dust
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Bug Buzz
- Switcheroo
- Moonblast
Do not let it fool you, this creature of pure malice lays down Sticky Webs and plays around with you in the early stages of the match. Sticky Web gives the entire team chance to set up and/or attack as well as to use their own support if they use such thing. Thinking that Ribombee is a passive pokemon in this team would be incorrect as it still packs a decent punch with either of its stab moves, being able to dance around things such as a Great Tusk trying to come in to spin even if such thing is unlikely. It has also been useful in playing around Hatterene and even Cinderace, with Switcheroo either tricking nothing into an enemy or removing a vital item, most times said item being a Toxic Orb, which denies another OU menace it's primary way of healing.

Meet the Scorpion
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Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 252 Def / 12 SpD
Impish Nature
- Earthquake
- Knock Off/Toxic
- Protect
- Spikes
Speaking of the devil, Gliscor is here to cause terror. It lays down spikes, knocks off or badly poisons enemies and protects to recover hp as if it was nothing, earthquake being a nice move to finish it off. Gliscor is a major support in this team, laying spikes consistently and getting a lot of use from Knock Off, allowing for chip damage to spread like it is nothing. There is nothing to be said about it's typing, being one of the best defensive types there are around, coupled with its stats it lets Gliscor take physical hits very easily. Another option for this slot would be the infamous Landoru-T, which shares the same typing and similarly annoying capabilities, but Gliscor was chosen over him due to its ability to use Spikes and Knock Off/Toxic.

Meet the Penguin
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Empoleon @ Leftovers
Ability: Competitive
Tera Type: Water
EVs: 252 HP / 196 Def / 60 SpA
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Surf/Hydro Pump
- Ice Beam
- Roost
Empoleon had been begging for Roost for years and it finally got it, what now? Now it'll use said move. I made Empoleon to be more physically defensive than one would expect, which doesn't make much sense when there already is a powerful physical wall in Gliscor, but it was done this way exactly to survive the aforementioned ground/flying wall and K.O. it back with an Ice Beam. Furthermore, this spread allows Empoleon to survive attacks from a few Great Tusk sets and to mostly K.O. them with Surf, Hydro Pump being a more dangerous choice both for you and your foe. Stealth Rock is very much obvious, a great support move which when combined with Spikes from Gliscor will result in heavy damage immediately upon entering field, allowing for the strong hitters to go to town on weakened enemies.

Meet the Tusk
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Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
This is the standard offensive utility set for Great Tusk, one of the monarchs of OU which until very little ago could do no wrong. It is redundant to have a third physical wall on a team which already has two of them, but this is not Tusk's primary function, its function is to Rapid Spin away hazards, remove itens and punch holes through other teams to facilitate other teammates to finish the job. Of course it still takes physical hits like a champ, it is still Great Tusk after all, but will find itself on a bad position if it has to face Zamazenta, Corviknight or Gliscor.

Meet the Moth
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Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Agility
- Fiery Dance
- Sludge Wave
- Energy Ball

Iron Moth is the main form of Special Attack offense in the team, being able to break through things other members could not easily do such as Corviknight, Gliscor or Dondozo, being useful even against Ogerpon-W. It has Booster Energy for an immediate power increase that helps out against enemies slower than it, Agility can be used against attacks that Moth can take like Neutral or Resisted Special Attacks, Fiery Dance can snowball into an unblockable enemy, Sludge Wave is a powerful stab to hit several things for Neutral Damage and Energy Ball is great for coverage. Tera Grass not only helps out to defend against a usually lethal attack by suddenly resisting it, but it also grants stab on Energy Ball, making it an even more powerful tool along with the other two attacks.

Just finalizng!
Again, I'm not going to pretend that this team is amazing, but if you can do well with it that just means you're better at this than I am, which I don't doubt. I hope you do enjoy the team though, see y'all later and thanks for giving this a look!
All help is welcome!​
 
You’re right, it’s not Garchover!!

I have to say that I very much like this team and have personally used the Garchomp/Ribombee core to solid success. I’ll honestly try this team myself, but I have a couple of changes to recommend.

My suggestions for this team are as follows:
1. For Ribombee, think swapping out Bug Buzz for Psychic is a more effective choice. Not too many mons used in OU are threatened by Bug STAB (minus Meowscarada/Greninja, which are both covered by Moonblast), and Psychic allows you to hit lead Glimmora and Substitute Iron Moth for good damage and even win the 1v1 on Glim. I think Switcheroo is a fun utility move, but can also be interchangeable with Stun Spore to paralyze lead or heavy-duty boots mons.
2. For Great Tusk, I recommend subbing out either Knock Off or Close Combat for Ice Spinner. Gliscor being such an omnipresent threat means Great Tusk needs to forgo one of its usual attacks in order to not be countered by it. Many of the the Fighting weak threats in the tier are usually covered by Headlong Rush anyway and tera Flying Kingambit is hit by Ice Spinner.
3. While I like the idea of Empoleon being an anti-defog mon, I feel like Air Balloon Gholdengo might fulfill this role better. It allows for your Sticky Webs/Spikes to remain up by blocking all forms of hazard removal (barring Court Change ofc), and can completely blank Gliscor variants lacking knock off.

Those are the only major changes I have to recommend, and want to conclude by saying this looks like a very fun and interesting team. And remember, it’s not Garchover!
 
Nice team! I love the :garchomp: on this team, he's not used too much :(

Before it rate this team, what direction do you want it to go in? we can go for a more offensive path, (webs ho) or a more balanced path. (keeping things like :empoleon: and :gliscor:.) Let me know so I can get rating!
I usually feel like going to a more offensive direction with my teams tbh, it's what I feel more comfortable playing. The only reason I kept such defensive mons are because of their near unmatched utility in getting the field ready for Chomp to destroy things, but if I can do that more offensively I'll gladly take it!
 
You’re right, it’s not Garchover!!

I have to say that I very much like this team and have personally used the Garchomp/Ribombee core to solid success. I’ll honestly try this team myself, but I have a couple of changes to recommend.

My suggestions for this team are as follows:
1. For Ribombee, think swapping out Bug Buzz for Psychic is a more effective choice. Not too many mons used in OU are threatened by Bug STAB (minus Meowscarada/Greninja, which are both covered by Moonblast), and Psychic allows you to hit lead Glimmora and Substitute Iron Moth for good damage and even win the 1v1 on Glim. I think Switcheroo is a fun utility move, but can also be interchangeable with Stun Spore to paralyze lead or heavy-duty boots mons.
2. For Great Tusk, I recommend subbing out either Knock Off or Close Combat for Ice Spinner. Gliscor being such an omnipresent threat means Great Tusk needs to forgo one of its usual attacks in order to not be countered by it. Many of the the Fighting weak threats in the tier are usually covered by Headlong Rush anyway and tera Flying Kingambit is hit by Ice Spinner.
3. While I like the idea of Empoleon being an anti-defog mon, I feel like Air Balloon Gholdengo might fulfill this role better. It allows for your Sticky Webs/Spikes to remain up by blocking all forms of hazard removal (barring Court Change ofc), and can completely blank Gliscor variants lacking knock off.

Those are the only major changes I have to recommend, and want to conclude by saying this looks like a very fun and interesting team. And remember, it’s not Garchover!
Those are some nice changes, I'll try them out! Thank you for the help!
 
Nice team! I'll make some suggestions to your team

Big Changes:

Swap :Garchomp:'s set for a :loaded-dice: set. On webs, we are able to run Garchomp's lower speed tier as well as using Scale Shot, a new move that it gets, boosting its speed. Here is a quick rundown of the set. Swords Dance to boost attack, Earthquake for stab, Scale Shot to boost speed while attacking, and thanks to :loaded-dice:, it will hit 4-5 times for a hard hitting move. Tera Blast Ice helps hit the things that Chomp can't hit like :enamorus:. You can run Stone Edge over Tera Blast, but Tera Blast is more consistent even if you need to tera.

Garchomp @ Leftovers
Ability: Rough Skin
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Tera Blast

Swap :gliscor: for :gholdengo:. It will help keep webs up, and because we are running Air Balloon, it will also be a ground type switchin. I'm enjoying this stallbreaker set, it pairs really well with webs. 148 hp evs allow it to always live a Shadow Ball from full and a 75% chance to live a Shadow Ball even with Stealth Rocks up. 252 speed to reach 267, which outspeeds alot on webs. and 108 SpA evs and a Modest nature to make sure this thing packs a punch. Make it Rain and Shadow Ball for stab, Nasty Plot to boost our Spa, and Psyshock to hit things like :iron-moth: and :blissey:. You could run Recover over Psyshock for longetivity, but when running webs you want to end games quickly. Tera water helps lives certain hits, as well as helping with the rain matchup.

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Water
EVs: 148 HP / 108 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

Swap :empoleon: for :manaphy:. Manaphy adds much more firepower to the team and works well with Iron Moth to hit each other's checks. Here is a quick rundown of the set. Tail Glow to boost our SpA, Surf for stab, and Energy Ball and Ice Beam for more coverage. This is one of the main wallbreakers of the team as its decent speed tier along with Tail Glow can sweep teams with one boost. Make sure to play this mon right like saving it for the rain matchup to take a hit.

Manaphy @ Leftovers
Ability: Hydration
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Ice Beam
- Energy Ball

Small Changes:

Swap Energy Ball on Iron Moth for Psychic. It helps hit opposing :iron-moth: better. Also swap its Tera for Ghost. It helps spinblock as well as being immune to Extreme Speed revenging.

Thats all! Hope this helps. Go get em! :boi:
 
Nice team! I'll make some suggestions to your team

Big Changes:

Swap :Garchomp:'s set for a :loaded-dice: set. On webs, we are able to run Garchomp's lower speed tier as well as using Scale Shot, a new move that it gets, boosting its speed. Here is a quick rundown of the set. Swords Dance to boost attack, Earthquake for stab, Scale Shot to boost speed while attacking, and thanks to :loaded-dice:, it will hit 4-5 times for a hard hitting move. Tera Blast Ice helps hit the things that Chomp can't hit like :enamorus:. You can run Stone Edge over Tera Blast, but Tera Blast is more consistent even if you need to tera.

Garchomp @ Leftovers
Ability: Rough Skin
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Tera Blast

Swap :gliscor: for :gholdengo:. It will help keep webs up, and because we are running Air Balloon, it will also be a ground type switchin. I'm enjoying this stallbreaker set, it pairs really well with webs. 148 hp evs allow it to always live a Shadow Ball from full and a 75% chance to live a Shadow Ball even with Stealth Rocks up. 252 speed to reach 267, which outspeeds alot on webs. and 108 SpA evs and a Modest nature to make sure this thing packs a punch. Make it Rain and Shadow Ball for stab, Nasty Plot to boost our Spa, and Psyshock to hit things like :iron-moth: and :blissey:. You could run Recover over Psyshock for longetivity, but when running webs you want to end games quickly. Tera water helps lives certain hits, as well as helping with the rain matchup.

Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Water
EVs: 148 HP / 108 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

Swap :empoleon: for :manaphy:. Manaphy adds much more firepower to the team and works well with Iron Moth to hit each other's checks. Here is a quick rundown of the set. Tail Glow to boost our SpA, Surf for stab, and Energy Ball and Ice Beam for more coverage. This is one of the main wallbreakers of the team as its decent speed tier along with Tail Glow can sweep teams with one boost. Make sure to play this mon right like saving it for the rain matchup to take a hit.

Manaphy @ Leftovers
Ability: Hydration
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Ice Beam
- Energy Ball

Small Changes:

Swap Energy Ball on Iron Moth for Psychic. It helps hit opposing :iron-moth: better. Also swap its Tera for Ghost. It helps spinblock as well as being immune to Extreme Speed revenging.

Thats all! Hope this helps. Go get em! :boi:
Ok these are lot of changes but I like them! I'll try them out, thanks!
 
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