Machamp

Guts
Attack is increased by 50% when afflicted with status.
No Guard
All attacks used by and used on the wielder will never miss.
Steadfast
Speed is boosted one stage when flinched.
Type Tier
Fighting UU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
90
- 165 197 -
Atk
130
135 150 182 200
Def
80
90 100 132 145
SpA
65
76 85 117 128
SpD
85
94 105 137 150
Spe
55
67 75 107 117

Overview

Meet Machamp, a Pokemon who has always struck fear into the hearts of those who face it, so much so that it has been OU in some of the past generations, which goes to show how good it really is. Its main selling point nowadays is access to a perfect accuracy DynamicPunch, thanks to its great ability, No Guard. This, in combination with its massive base 130 Attack, means he is an absolute terror to face in battle. It's not all peaches for Machamp though, as his Speed is pretty low and he only has slightly above average bulk, which means he isn't necessarily built to last. Additionally, DynamicPunch has a measly 8 PP, which can be gone before you know it during extended battles. That said, if you don't keep this monster in mind when you build your team, you're sure to get absolutely wrecked.

Name Item Ability Nature

SubChamp

Leftovers No Guard Adamant
Moveset EVs
~ Substitute
~ DynamicPunch
~ Stone Edge
~ ThunderPunch / Toxic
212 HP / 252 Atk / 44 Spe

Already one of the most infuriating Pokemon to face, Substitute takes this to a whole different level by preventing easy revenge kills and forcing people to attack Machamp through confusion. DynamicPunch is the primary STAB option here, as the 100% confusion rate makes it exceedingly hard to play around. Stone Edge provides good coverage by hitting the Flying-types who resist its STAB, such as Zapdos and Crobat, super effectively; it also has the bonus of never missing due to No Guard. ThunderPunch is used almost exclusively for Slowbro and Suicune, as the former is a hard counter to Machamp and the latter can easily wear down all its PP due to Pressure. However, in order to actually get past either one, you might have to get a bit lucky in terms on confusion. Toxic is also usable, as it does a number on a lot of Machamp's usual checks and counters, such as Slowbro, Sableye, and Spiritomb.

Team Options & Additional Comments >>>

Name Item Ability Nature

Bulk Up

Leftovers No Guard Adamant
Moveset EVs
~ Bulk Up
~ DynamicPunch
~ Stone Edge
~ ThunderPunch / Ice Punch
212 HP / 252 Atk / 44 Spe

This set works best on offensive teams looking for a bulky setup sweeper who can break other offensive teams. Bulk Up is the crux of the set, allowing Machamp to amplify its damage output and physical bulk at the same time. DynamicPunch is Machamp's choice of STAB; its primary draw on this set is that its confusion rate will allow Machamp to set up multiple Bulk Ups pretty easily. Stone Edge is a great coverage move, hitting the Flying-types that resist Machamp's STAB, such as Zapdos and Crobat, for super effective damage. ThunderPunch hits bulky Water-types hard and allows Machamp to conserve DynamicPunch PP against them. Ice Punch provides coverage on Nidoking, Nidoqueen, and Gligar, all of which resist every other move on this set.

Team Options & Additional Comments >>>

Other Options

Because of Machamp's wide offensive movepool, many potential sets come to mind. However, most of these tend to be outclassed by other Pokemon. For example, a Choice Band set employing DynamicPunch, Stone Edge, ThunderPunch, and Ice Punch is feasible, but Heracross does it better thanks to its higher damage output, greater Speed, and awesome secondary STAB. In a similar vein, a Guts abuse set which uses Close Combat instead of DynamicPunch for STAB is also possible, but again, it is outclassed by Heracross. As a Pokemon who hits extraordinarily hard but has a middling Speed stat, a Choice Scarf set might seem like a good idea; however, even with this item attached, Machamp can't even outpace Timid Mismagius, making it a poor choice. A Rest + Sleep Talk set has been the standard for Machamp in past generations, but with the change in sleep mechanics in BW, this set becomes underwhelming.

Machamp also possesses a variety of other moves it can use, such as Earthquake, which it can use to hit Nidoking and Nidoqueen much harder than Ice Punch. Fire Punch is also usable, but the only notable target would be Escavalier, who already loses to Machamp. Bullet Punch gives it some form of priority, but between its low Base Power and lack of STAB, its damage output will be disappointing. Knock Off can be used for support, especially since two of its greatest enemies, Dusclops and Gligar, are commonly seen carrying Eviolite. Surprisingly enough, Machamp also has access to Light Screen, which it can use as a buffer to special hits aimed at it or its teammates.

Checks and Counters

Because of its access to a 100% accurate DynamicPunch, countering Machamp is usually an uphill battle. That said, bulky Ghost-types, such as Dusclops and Spirtomb, make the best counters, as they are immune to DynamicPunch and can burn Machamp with Will-O-Wisp, effectively neutering it. Similarly, Sableye has little to fear from Machamp as it has Prankster Will-O-Wisp to burn Machamp with. Slowbro and Slowking are almost perfect counters, as they will never get hit with a full-power Payback due to their low Speed and won't fall easily to ThunderPunch. Gligar resists Machamp's STAB, has enough bulk to work through confusion, and can Roost to heal off any damage it might incur; it needs to watch out for Ice Punch though. Faster, hard hitting Psychic-types, such as Azelf, make good checks due to the sheer damage they can do to Machamp. Crobat is a shaky check, but it does quadruple resist DynamicPunch and has STAB Brave Bird to hit back with. Nidoking and Nidoqueen resist all of Machamp's common moves and can hit back hard with Sheer Force boosted STAB moves, but they need to be wary of Ice Punch as well. Additionally, they can even lay down Toxic Spikes, which are sure to ruin any Machamp set. Zapdos resists DynamicPunch and has Pressure to deplete Machamp's PP very quickly, but it needs to be careful of switching into Stone Edge. Suicune works similarly in terms of Pressure, but it simply has enough bulk to take a couple DynamicPunches and is not weak to Stone Edge. Generally, if switching directly into Machamp is not an option, you can always resort to simply hitting it repeatedly with strong moves, which will eventually bring it down.