Pokémon Machamp

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#068 Machamp - Superpower Pokémon
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Type:
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Base Stats: HP 90 / Attack 130 / Defense 80 / Special Attack 65 / Special Defense 85 / Speed 55 (BST: 505)

Abilities:
  1. Guts: Attack raises to 1.5 times when induced with a status (BURN, PARALYZE, SLEEP, POISON, FREEZE). BURN’s effect of lowering Attack is not applied.
  2. No Guard: The accuracy of all moves known by this Pokémon and all Pokémon targeting this Pokémon raises to 100%
  3. Hidden Ability: Steadfast: Speed raises by one level every time the Pokémon flinches.
Level Up Moves:
Lv.1 Wide Guard
Lv.1 Low Kick
Lv.1 Leer
Lv.1 Focus Energy
Lv.1 Karate Chop
Lv.13 Low Sweep
Lv.19 Foresight
Lv.22 Seismic Toss
Lv.25 Revenge
Lv.32 Vital Throw
Lv.36 Submission
Lv.40 Wake-Up Slap
Lv.44 Cross Chop
Lv.51 Scary Face
Lv.55 DynamicPunch
TM & HM Compatibility

TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM21 Frustration
TM23 Smackdown
TM26 Earthquake
TM27 Return
TM28 Dig
TM31 Brick Break
TM31 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Facade
TM44 Rest
TM45 Attract
TM46 Thief
TM47 Low Sweep
TM48 Round
TM52 Focus Blast
TM56 Fling
TM59 Incinerate
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM71 Stone Edge
TM78 Bulldoze
TM80 Rock Slide
TM84 Poison Jab
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM94 RockSmash
TM98 Power-Up Punch
TM100 Confide
HM04 Strength

Egg Moves:
Bullet Punch
Close Combat

Counter
Encore
Fire Punch
Heavy Slam
Ice Punch
Knock Off

Meditate
Power Trick
Quick Guard
Rolling Kick
Smelling Salts
ThunderPunch
Tickle

General Analysis of Pokemon: Machamp, one of the best leads in 4th Gen and one of the most annoying and hard to counter Pokemon in 5th Gen and this gen is no exception. Machamp is here with not many changes but still being a great Pokemon! What makes him a great Pokemon you may ask? Well the fact that it has 100% percent accurate DynamicPunch and Stone edge, great natural bulk, gigantic Attack stat (130 Base Att. Stat) and a diverse movepool with great coverage!
Potential Movesets:

All out Offense

Machamp @ Choice Band / Life Orb
Ability: No Guard
EVs: 212 Atk / 252 HP / 44 Spd
Adamant Nature
- Bullet Punch
- Dynamic Punch
- Knock Off
- Stone Edge / Ice Punch / Earthquake

Wanna tear apart your opponent's team? Wanna do some heavy damage? Feel like using hyper offense? Well then,this set is for you!Lead with it or keep it as a late game cleaner. Also Machamp's natural bulk helps him a lot with this set because naturally if the opponent uses a move that is not super effective, It can live it with ease and proceed to wreck the opponent with 100% Dynamic Punch or something else. Also Bullet Punch helps Machamp and its mediocre speed. Knock Off is there to hit Ghost/Psychic types that otherwise wall you and knock their items out which might come in handy because most of them carry Leftovers and SE/Ice Punch for coverage! Also you can use Earthquake to counter Aegislash which otherwise walls you like big time!

SubChamp - Stall Breaker
Machamp @ Leftovers
Ability: No Guard
EVs: 212 Atk / 252 HP / 44 Spd
Adamant Nature
- DynamicPunch
- Substitute
- Toxic
- Stone Edge

This is the go to standard set from 5th gen. You switch Machamp in and you proceed to force switches and go with the sub. And from there you can hit everything with either D-Punch or Stone edge. Also if you are having trouble with breaking a stall team don't worry,Toxic is there to put pressure on walls that you can't deal with. (Dusclops,Sableye,Spiritomb)

Updated Bulk Up Set
Machamp @ Leftovers
Ability: No Guard
EVs: 120 Atk / 252 HP / 136 SDef
Adamant Nature
- Bulk Up
- DynamicPunch
- Stone Edge / Earthquake
- Bullet Punch

Take it as the 2.0v of the infamous 5th Gen Bulk Up set. With this you have added bulk and now you have Bullet Punch instead of one of the elemental Punches and with this letting you after some boosts kind of counter Fairy types. Also, on this set I really recommend you using Earthquake just for Aegislash which otherwise checks you but you can always use stone edge just to hit Pokemon like Tornadus, Talonflame on the switch-in and Gyarados.

Trick Room User
Machamp @ Choice Band / Life Orb
Ability: No Guard
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Knock Off
- DynamicPunch
- Stone Edge/Earthquake
- Bullet Punch/Ice Punch

Set Up Trick Room with a different Pokemon on your team and proceed to wreck your opponent's team! Basically the same moves as the All out Attacker set so I don't need to explain much here!

Assault Vest Champ
Machamp @ Assault Vest
Ability: No Guard
EVs: 160 Atk / 216 HP / 132 Spd
Adamant Nature
- Dynamic Punch
- Knock Off
- Bullet Punch
- Rock Tomb

This is a more speedy alternative to the offensive set and not only that, it has Assault Vest instead of CB / LO. Also you might see Rock Tomb instead which might sound weird but it's not as bad as it sound like imo. It's a weaker alternative to BOTH Rock Slide and Stone edge, I am giving you that one but it has a great secondary effect, lowering your opponents speed by 1 stage and with Machamp's mediocre speed stat that's a plus!(Also if you overpredict a switch you can always lower your opponents speed)

Specially defensive / Supporter Machamp
Machamp @ Leftovers
Ability: No Guard
EVs: 204 SDef / 252 HP / 52 Spd
Careful Nature
- DynamicPunch
- Knock Off
- Toxic
- Encore

Defensive Machamp is not as used as the other sets but it's decent nonetheless. It gets Knock off which got buffed up this gen, 100% accurate Toxic and it's not even a Poison type and Encore to cripple set up sweepers or lock a Pokemon to a move and then switch to one of your Pokemon to set up.

ScarfChamp
Machamp @ Choice Scarf
Ability: No Guard
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dynamic Punch
- Stone Edge
- Earthquake / Poison Jab
- Knock Off

Not the best set around, I'm giving you that one. Even with the Scarf, Machamp can only outspeed Pokemon of 105 Base Speed (252 EVs - Beneficial nature) which means ScarfChamp isn't that good of a revenge killer but still... usable. The set is standard; Dynamic Punch for STAB, Stone Edge for coverage, EQ for Aegislash or Poison Jab for Fairies and Knock Off for coverage / utility.

Personal Opinion of the Pokemon and conclusion:So,there you have it. Machamp as of 6th gen. Not a lot of stuff changed for our beloved buffed friend but still it's one of the most dangerous Pokemon to face and if you are making a team and you don't keep in mind Machamp you are most likely going to have a bad time!

Thanks for reading this! Sorry for any grammar errors! English is my second language and I'm 15 so I am still learning the language! :P

Let the discussion begin!!
(Thanks Kejmur for reminding me of Knock off! I completely forgot about it while I was making the Notable Movesets section! Also DunnoBro for suggesting Rock Tomb.)
 
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On sets which use Payback I would throw in Knock Off. For first many of your counters (like Slowbro) really hate their items being knocked off and it has good 97 base power no matter if your target switches on you or you attack after switching on it (unless Payback mechanic changed this Gen and it hits again for double power on switch). For second - it's just your best Dark type attack right now IMO. He still dislikes bulky Psychic types, but now has a really good way to cripple them at least a bit or in some cases hard.

Although I don't think changed that much for Machamp - his 90/85/80 bulk is not bad by any means, it's much less impressive than it was for example in Gen 4 in OU environment. Machamp also sounds like a decent user of Assault Vest on paper, but when you compare him to other bulky fighting types like Conkeldurr (which hold higher power and base HP) or even Hariyama (thanks to Thick Fat more resistances to switch into which also means he can wall more stuff), Machamp finds hard time to differ himself from them. Yeah, DynamicPunch is still annoying, but it's just annoying. Also the addition of stuff like Trevenant or Gourgeist which don't care about his DynamicPunch and new Flying priority around (Talonflame, MegaPinsir) doesn't help his case. At least fortunately for him Fairy types outside of few (like Togekiss or Azumarill) are not as common as many players expected at the start of new Gen is one small good news for him. But IMO same tier as last Generation.
 
Just a quick nitpick GarchompPit, your not spacing after punctuation and it's bugging my OCD >.<

Other than that, it's a well writen OP, however I agree with everything Kejmur said. Machamp hasn't changed which means it's not very viable for OU, and in fact I wouldn't be surprised if he dropped a tier this gen. Talonflame, Togekiss, Reuniclus, and Alakazam are just a few things in OU that destroy him.
 
On sets which use Payback I would throw in Knock Off. For first many of your counters (like Slowbro) really hate their items being knocked off and it has good 97 base power no matter if your target switches on you or you attack after switching on it (unless Payback mechanic changed this Gen and it hits again for double power on switch). For second - it's just your best Dark type attack right now IMO. He still dislikes bulky Psychic types, but now has a really good way to cripple them at least a bit or in some cases hard.

Although I don't think changed that much for Machamp - his 90/85/80 bulk is not bad by any means, it's much less impressive than it was for example in Gen 4 in OU environment. Machamp also sounds like a decent user of Assault Vest on paper, but when you compare him to other bulky fighting types like Conkeldurr (which hold higher power and base HP) or even Hariyama (thanks to Thick Fat more resistances to switch into which also means he can wall more stuff), Machamp finds hard time to differ himself from them. Yeah, DynamicPunch is still annoying, but it's just annoying. Also the addition of stuff like Trevenant or Gourgeist which don't care about his DynamicPunch and new Flying priority around (Talonflame, MegaPinsir) doesn't help his case. At least fortunately for him Fairy types outside of few (like Togekiss or Azumarill) are not as common as many players expected at the start of new Gen is one small good news for him. But IMO same tier as last Generation.
I agree with the Knock off part!Changing it ASAP! Thanks :) Also yeah now with the addition of Pokemon like Talonflame,Trevenant and Gourgeist to name a few really hurt Machamp's viability in the OU metagame!

Just a quick nitpick GarchompPit, your not spacing after punctuation and it's bugging my OCD >.<

Other than that, it's a well writen OP, however I agree with everything Kejmur said. Machamp hasn't changed which means it's not very viable for OU, and in fact I wouldn't be surprised if he dropped a tier this gen. Talonflame, Togekiss, Reuniclus, and Alakazam are just a few things in OU that destroy him.

Haha,sorry! :P Like I said to Kejmur with the addition of these new pokes Machamp most likely won't be as viable and like you said might drop a tier or something! :)
 
I just want to throw in my 2 cents here; yes, he doesn't seem to have changed much, but having him with Bulk Up and Bullet Punch seems like an acceptable option for handling Fairies though I do agree on the fact that he will probably not be OU material. And please, add spaces after your punctuation (I'm an English prof, it is causing me to tick); also, in the description of your CB set you still have Payback being explained, but you changed it for Knock Off in the list of moves, you might want to correct that.

Cheers!
 
I don't see Machamp gaining much at all in the new Gen, and is still lacking in the tools it needs to be OU material, notably Speed, and more, powerful threats such as Talonflame, Azumarill, and Aegislash. Aside from Fairy-types, Bullet Punch has hardly anything else to use it for. Sure, it has Knock Off, but that's about it. All in all, Machamp has no fresh, new niches and won't see a lot of use in OU, period.
 
This is just theorymon, but wouldn't Machamp be a good lead for a Mega Khan based team? He'd lure out all those pesky ghost types to play around his DP and hopefully eliminate them from the threat pool, or at least begin to. Rock tomb is also decent for predicting a switch-in talonflame, while mitigating the punishment for predicting wrong by lowering their speed and hopefully outspeeding them.
 
I just want to throw in my 2 cents here; yes, he doesn't seem to have changed much, but having him with Bulk Up and Bullet Punch seems like an acceptable option for handling Fairies though I do agree on the fact that he will probably not be OU material. And please, add spaces after your punctuation (I'm an English prof, it is causing me to tick); also, in the description of your CB set you still have Payback being explained, but you changed it for Knock Off in the list of moves, you might want to correct that.

Cheers!
Ok thanks!I will try to fix everything ASAP! :) Also as for Machamp you can also use Poison Jab to counter fairies but the problem is that most of them are really fast..

I don't see Machamp gaining much at all in the new Gen, and is still lacking in the tools it needs to be OU material, notably Speed, and more, powerful threats such as Talonflame, Azumarill, and Aegislash. Aside from Fairy-types, Bullet Punch has hardly anything else to use it for. Sure, it has Knock Off, but that's about it. All in all, Machamp has no fresh, new niches and won't see a lot of use in OU, period.

Actually Machamp has access to Earthquake to counter Aegislash..I will add that too!

This is just theorymon, but wouldn't Machamp be a good lead for a Mega Khan based team? He'd lure out all those pesky ghost types to play around his DP and hopefully eliminate them from the threat pool, or at least begin to. Rock tomb is also decent for predicting a switch-in talonflame, while mitigating the punishment for predicting wrong by lowering their speed and hopefully outspeeding them.

Kankaskhan already has scrappy so it can deal with ghost types (You don't have to mega evolve 1st turn :P). Also as for Rock Tomb I find it kinda gimmicky but it might work..I am going to test it and if I see that it works I will most likely add it! :)
 
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The simple fact is that Machamp hasn't gained anything new other than a reason to use Bullet Punch. I'm sitting here trying to think of some obscure reason he could make a niche in OU but I can't think of anything other than maybe being paired with a Speed Boost Scolipede with Swords Dance and Baton Pass to turn Machamp into a wrecking machine.

However other 'mons fulfill the role much better than him.
 
The simple fact is that Machamp hasn't gained anything new other than a reason to use Bullet Punch. I'm sitting here trying to think of some obscure reason he could make a niche in OU but I can't think of anything other than maybe being paired with a Speed Boost Scolipede with Swords Dance and Baton Pass to turn Machamp into a wrecking machine.

However other 'mons fulfill the role much better than him.

Yep, his bulk is just not enough, and it's ironic that something like... Hariyama has slightly better niche because of Thick Fat giving him unique bunch of resistances when combined (so screw you Volcarona without Hurricane, Heatran, Tyranitar, etc.) and reliable phazing move in Whirlwind (AND access to Force Palm), while Conkeldurr just hits harder, is bulkier and mostly has access to STAB Mach Punch, something that Machamp would kill for (Lol Bullet Punch without STAB is pathetic). And he can't sweep anytime soon like Lucario or Terrakion because it's too damn slow. BTW on side note - AV Thick Fat Hariyama is one of my favorites right now, good user of the item with interesting defensive niche. Fire, Ice, Dark, Rock and Bug are all good resistances to have.

The only reasonable niche which Machamp may fill somewhat is IMO RestTalk set - setting up in front of his face may be a problem because of confusion from DynamicPunch, so it's slightly less prone to being set-up bait than something like RestTalk Conkeldurr. But still... bulk is a problem as it's not high enough. And if you heavily invest in defense (or special defense) you miss too much power.

Scarf DynamicPunch niche would be cool as well, but... it's SLOWER than Scarf Tyranitar, which is just sad and ScarfTar misses some crucial speed number to outspeed targets like Greninja or Alakazam. Heck, you loose in Speed against something like Keldeo, Terrakion or Infernape even if you run positive nature. This is what we call depressing.

Yeah, he misses technically... everywhere when it goes to stats in OU tier.
 
Sub + 3 Attacks (Dynamicpunch and 2 of Stone Edge, Ice Punch, and Knock Off probably) was always hilarious in 4th gen. It lets Machamp abuse confusion hax and get around faster checks like Talonflame and Gengar-m.
 
Sub + 3 Attacks (Dynamicpunch and 2 of Stone Edge, Ice Punch, and Knock Off probably) was always hilarious in 4th gen. It lets Machamp abuse confusion hax and get around faster checks like Talonflame and Gengar-m.

No, beacuse Talonflame destroys him with Brave Bird, and Gengar-M can whip out a Sub before Machamp can blink his eyes. He's just way to slow.

The only way this would work is if Machamp has an existing sub up, and even then relying on confusion hax to survive is never a good idea.

Machamp forces something out and sets up a sub for the switch-in Talonflame/etc.

Darkamber8828, I can't think of any situation where Machamp would force a switch. Could you please explain?
 
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No, beacuse Talonflame destroys him with Brave Bird, and Gengar-M can whip out a Sub before Machamp can blink his eyes. He's just way to slow.

The only way this would work is if Machamp has an existing sub up, and even then relying on confusion hax to survive is never a good idea.

Machamp forces something out and sets up a sub for the switch-in Talonflame/etc.
 
About a week ago I had great success with a standard dynamicpunch/eq/icepunch/knockoff set. This is a pokemon to build a team around, it is not a splash pokemon like genesect. He's already weak to talonflame, faeries, psychics, and all strong special attacks, so a good go-to teammate is heatran. The two of them could be destroyed by a rotom-w so a nice counter to that, like a latias (with defog?) can help.

He is tough to support. It is tough to get him in on something that doesn't threaten him. But when you do... when you get to just fire off a free dynamic punch for nothing... it's freaking awesome.
 
Machamp forces something out and sets up a sub for the switch-in Talonflame/etc.
Forces what out? With it's terrible base 55 Speed, almost everything can outspeed it and will want to threaten it with powerful STAB attacks. And, let's say in an instance that it does force something like Blissey out. Who's to say that it can keep it's Sub up for the remainder of the match? Your opponent is more than likely going to send something out to outspeed, break the Sub, and be able to take a DynamicPunch, following by likely staying in to take the chance to KO Machamp. And note that confusion is very, very unreliable in the long run, unless you miraculously are able to prevent each of your opponent's Pokemon from moving.

You could take that chance, and see how things turn out with that strategy. But due to it's heavy reliance on luck, it's going to leave plenty to be desired.
 
A shame really, as Conkeldurr still outclasses this guy with Drain Punch, Mach Punch and better stats. Ironically Machamp is also somewhat "forced" to run No Guard/Dynamicpunch otherwise, why bother right? Conkeldurr is a much better Bulk Up user and gets to actually use Guts. Machamp does have better SpD meaning Assault Vest is probably the best adaptation it can manage, being able to kill would-be special threats but even then Conkeldurr can still actually heal with Drain Punch. Fighting is a far bigger liability this time around with an increase in Flying moves and Fairies adding one more resistant type on top of the supremacy of Ghosts. This means you have to be one special Fighting type to survive in this meta. He's just outclassed.
 
Yeah, unless something big is revealed when pokebank comes out, Machamp will be about the same as last gen. Its a decent anti lead, but otherwise outclassed by other fighting types.
 
1. Scope Lens gives Cross Chop and Stone Edge a 50% Critical Hit ratio.
2. Sleep status activates Guts.

Combine these two facts and you get:

Machamp @ Scope Lens

Ability: Guts
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Cross Chop
- Stone Edge
- Sleep Talk
- Rest

252+ Atk Guts Machamp Cross Chop vs. 252 HP / 252+ Def Skarmory on a critical hit: 229-271 (68.5 - 81.1%)
 
Machamp's Base 55 speed puts it faster than Mega-Mawile, but still slower than Aegislash. Compared to Conkeldurr, Machamp can take out a weakened Mega-Mawile / Azumarril and speed-tie Blissey / outspeed Chansey.

Donphan (50) and Hippowdon (48) are also outsped by Machamp but not Conkeldurr.

On the other side of the spectrum, 252 Speed EVs allow Machamp to outspeed 0-Speed Heatran, 0-speed Togekiss / Dragonite, and 0-speed Gyarados and 0-speed Vaporeon. Conkeldurr needs +Speed nature to reach that high.

I wouldn't ignore his totally abysmal speed... because as bad as it is, it is better than some of his competition. Conkeldurr can run some speed EVs to beat those critical `mon, but Machamp beats them for free.
 
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1. Scope Lens gives Cross Chop and Stone Edge a 50% Critical Hit ratio.
2. Sleep status activates Guts.

Combine these two facts and you get:
Machamp @ Scope Lens
Ability: Guts
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Cross Chop
- Stone Edge
- Sleep Talk
- Rest

252+ Atk Guts Machamp Cross Chop vs. 252 HP / 252+ Def Skarmory on a critical hit: 229-271 (68.5 - 81.1%)
Thats true, or you could just run focus energy + cross chop and stone edge for wallbreaking purposes (I like 100% crit plans). Leave the item open for a flame orb at the cost of needing set up. Main problem is that Conkeldurr can probably run it better
 
Thats true, or you could just run focus energy + cross chop and stone edge for wallbreaking purposes (I like 100% crit plans). Leave the item open for a flame orb at the cost of needing set up. Main problem is that Conkeldurr can probably run it better

There isn't much merit to Focus Energy because Bulk Up offers the same one turn boost due to the Critical Hit nerf.
 
There isn't much merit to Focus Energy because Bulk Up offers the same one turn boost due to the Critical Hit nerf.
A lot of people say that, but imo, the stat change neglecting that crits do is worth experimenting. Like maybe a scope lens + Focus Energy + Super power set. That way you can launch 120 BP attacks with 1.5x the power and never experience the atk drop. Won't be enough to get him OU, but its an alternative to the no guard dynamic punch set that he always runs.
 
A shame really, as Conkeldurr still outclasses this guy with Drain Punch, Mach Punch and better stats. Ironically Machamp is also somewhat "forced" to run No Guard/Dynamicpunch otherwise, why bother right? Conkeldurr is a much better Bulk Up user and gets to actually use Guts. Machamp does have better SpD meaning Assault Vest is probably the best adaptation it can manage, being able to kill would-be special threats but even then Conkeldurr can still actually heal with Drain Punch. Fighting is a far bigger liability this time around with an increase in Flying moves and Fairies adding one more resistant type on top of the supremacy of Ghosts. This means you have to be one special Fighting type to survive in this meta. He's just outclassed.

That disadvantage of the Fighting type is mitigated by a resistance to dark type moves, especially Sucker Punch. Yes, stuff like Mega Pinsir and Talonflame defeat him, even if they are paralyzed as they have Flying priority and they resist Mach Punch and they will likely hit before you can use Thunder Punch, but fighting is not a complete liability like Psychic.

Machamp's Base 55 speed puts it faster than Mega-Mawile, but still slower than Aegislash. Compared to Conkeldurr, Machamp can take out a weakened Mega-Mawile / Azumarril and speed-tie Blissey / outspeed Chansey.

Donphan (50) and Hippowdon (48) are also outsped by Machamp but not Conkeldurr.

On the other side of the spectrum, 252 Speed EVs allow Machamp to outspeed 0-Speed Heatran, 0-speed Togekiss / Dragonite, and 0-speed Gyarados and 0-speed Vaporeon. Conkeldurr needs +Speed nature to reach that high.

I wouldn't ignore his totally abysmal speed... because as bad as it is, it is better than some of his competition. Conkeldurr can run some speed EVs to beat those critical `mon, but Machamp beats them for free.

I use, I think, 44 Speed Evs to outspeed Mawile, Chansey, and Hippowdon. And it allows it to outspeed a paralyzed positive natured base 115 when Conkeldurr is affected by Sticky Web.

Conkeldurr actually beats Kangheskhan 1 on 1 and also Excadrill with Iron Fist, Life Orb, Mach Punch. Running Max Speed defeats the purpose of Conkeldurr, an attacker who can best exploit paralysis support; but even if it doesn't have that luxury, it can still take a hit and KO with its STAB or coverage moves. It can act as a powerful revenge killer, although Breloom's Technician Mach Punch is more powerful.
 
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With the ever-growing presence of flying types that don't actually carry flying moves, Machamp's devastating Stone Never-Miss is as useful as ever. And being able to confuse things at will allows him to force switches and gain valuable momentum. Not to mention excellent bulky HP.

Talonflame and Fairy-types put a damper on all of this, but not enough to prevent him from doing his job consistently. The original fighting king is still a beast to contend with. His ResTalk set should still do pretty well, too, with the shift to bulky offense.
 
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