Machamp

Guts
Attack is increased 50% when statused.
No Guard
All attacks used by and used on this Pokémon will never miss.
Type Tier
Fighting OU
Statistics
Min- Min Max Max+
HP
90
- 321 384 -
Atk
130
266 296 359 394
Def
80
176 196 259 284
SpA
65
149 166 229 251
SpD
85
185 206 269 295
Spe
55
131 146 209 229
Name Item Ability Nature

RestTalker

Leftovers No Guard Adamant
Moveset EVs
~ DynamicPunch
~ Payback / Stone Edge / Ice Punch
~ Rest
~ Sleep Talk
252 HP / 252 Atk / 4 Spe

The RestTalker has generally been the standard set for Machamp during previous generations, and it continues to remain so. This set allows Machamp to not only adequately absorb status from your opponent, but also complement the low PP of its powerful STAB Fighting moves.

Generally, the STAB move of preference is DynamicPunch, which will never miss thanks to Machamp's unique ability No Guard. Being able to induce confusion 100% of the time is also useful against several potential switch-ins such as Salamence and Gyarados because the confusion makes it more difficult for them to set up. However, you may opt to use Guts instead of No Guard because it makes Machamp's attacks 1.5x stronger when it is asleep. In this case, Low Kick is your best option for a Fighting-type move because of DynamicPunch's terrible accuracy.

Your second attacking move should allow Machamp to have the most optimal type coverage. Payback is arguably the best choice because bulky Ghost-types such as the appliance Rotom formes enjoy switching in on their immunity to DynamicPunch. Payback will always 2HKO it, and even the potential Will-O-Wisp is not a problem thanks to Rest. Stone Edge is also a good option as it allows Machamp to hit Gyarados, Salamence, and Zapdos, whom resist Fighting, for super effective damage. Finally, Ice Punch allows Machamp to beat Gliscor, who otherwise walls it completely. It also provides an OHKO against a 120 HP / 0 Def Salamence 100% of the time with Intimidate and Stealth Rock factored in, which is something Stone Edge cannot do.

The 252 EVs in HP ensure maximum durability as well as Leftovers recovery. The 4 Speed EVs allow Machamp to outspeed a minimum Speed Blissey.

Name Item Ability Nature

Anti-Lead

Lum Berry No Guard Adamant
Moveset IVs
~ Substitute
~ Encore
~ DynamicPunch
~ Stone Edge / Payback
19 Spe
EVs
252 HP / 160 Atk / 96 SpD

This set allows Machamp to potentially shut down many common leads, such as Azelf, Roserade, Gengar, and Bronzong. This is largely made possible through the combination of Substitute and Encore.

How this set is used will depend on which lead you are facing, though it is generally a good idea to use Substitute first, as you will be able to scout your opponent's first move. You may then use Encore to keep your opponent stuck on their previous move, which will usually force them to switch, especially if they used a non-attacking move. However, it is a better idea to use Encore first when you are up against faster leads that carry super effective moves, such as Azelf. Status moves from faster leads are not a problem thanks to Lum Berry. From there, you are able to attack with DynamicPunch from behind a Substitute, a Substitute which will be difficult to break thanks to confusion.

As with the RestTalker set, your secondary attacking move should allow Machamp to have the best type coverage possible. Stone Edge is a good option against Salamence, Gyarados, and Zapdos. The possibility of them attempting to stall you out with Roost or Rest is also less of an issue thanks to Encore. Payback is also useful because it will always OHKO Gengar and Azelf, as well as 2HKO appliance Rotom formes.

The 96 EVs in Special Defense will guarantee Machamp's survival against an unboosted Psychic from Modest Azelf. 19 IVs in Speed reduces the Base Power of Bronzong's Gyro Ball to 47, weak enough so that Machamp's Substitute will not break in a single hit.

Name Item Ability Nature

Bulk Up

Leftovers No Guard Adamant
Moveset EVs
~ Bulk Up
~ DynamicPunch
~ Stone Edge / Ice Punch
~ Payback / ThunderPunch
252 HP / 128 Atk / 128 Spe

With Bulk Up, Machamp can be quite a threat to your opponent if their faster special sweepers, such as Azelf, Jirachi, and Togekiss, are out of play. DynamicPunch and Bulk Up go hand in hand because the possibility of your opponent being unable to attack you in their confusion can buy you ample time to set up. As always, your remaining options for attacking moves are virtually a matter of preference, though the best combination of these moves would be Ice Punch and ThunderPunch or Stone Edge and Payback. If you are satisfied with only one other attacking move, then you may consider using Encore, as it gives you a wider opportunity to Bulk Up safely. If you opt for Encore, Stone Edge, Ice Punch, or Payback are all worthwhile moves to pair with DynamicPunch.

Overall, the main flaw in this set is that your sweep is easily thwarted by the large number of sweepers in OU that outspeed you. With 128 EVs in Speed, you will always outspeed minimum Speed Skarmory, though Paralysis support and possibly Agility boosts will give this set the most potential.

Name Item Ability Nature

Choice Band

Choice Band Guts Adamant
Moveset EVs
~ Close Combat
~ Payback
~ Ice Punch
~ ThunderPunch
128 HP / 252 Atk / 128 Spe

With a Choice Band, Machamp reaches an attack stat of 591. This, combined with STAB Close Combat and the fantastic coverage offered by your remaining moves, means that very few Pokemon can safely switch into this set.

With 120 Base Power a STABbed Choice Band Close Combat will 2HKO any Pokemon that doesn't possess a resistance or immunity to Fighting. Cross Chop, Low Kick, and DynamicPunch are possible options for STAB, but the sheer power offered by Close Combat is what makes this set so fearsome. Even the drops in both of your defenses afterwards are not an issue as this is primarily a hit and run set. With 128 Speed EVs, you will outrun minimum Speed Skarmory, so you will not have to worry about it hitting you with its super effective STABbed Flying attacks. Payback will do heavy damage to the bulky Ghost and Psychic types, such as the Rotom formes and Cresselia. Ice Punch hits Salamence and Gliscor, who otherwise wall you, and ThunderPunch is in your last slot solely to hit Gyarados. Water-types that have only a 2x weakness to Electric are hit harder by Close Combat.

Because all of your moves have 100% accuracy, it is not necessary to choose No Guard as your primary ability, so Guts is the better choice. If you manage to switch in on a status move like Will-O-Wisp or Thunder Wave, you will have the 1.5x boost from Guts alongside the boost from Choice Band, making Machamp an even bigger threat to unprepared opponents.

Name Item Ability Nature

Choice Scarf

Choice Scarf Guts Jolly
Moveset EVs
~ Close Combat
~ Payback
~ Ice Punch
~ ThunderPunch
12 HP / 252 Atk / 244 Spe

One of Machamp's worst traits is that he is often too slow to sweep opponents, so he is easily revenge killed by faster opponents. With the given EVs and nature, Machamp hits 340 Speed with a Choice Scarf, which is enough to outspeed Adamant Dugtrio, as well as bulky Gyarados and Adamant Tyranitar after a single Dragon Dance.

As with the the Choice Band set, the given moves allow for the best type coverage possible. Guts is also the preferred ability, as the possibility of a scarfed Machamp with an additional attack boost is simply too useful to ignore, especially because many of Machamp's common switch-ins carry Will-O-Wisp. If you wish to use DynamicPunch as your primary STAB move instead of Close Combat, then you may use No Guard instead.

Other Options

Fire Punch is your best option against Heracross, though Heracross already has trouble switching into DynamicPunch due to confusion, and Stone Edge will 2HKO Heracross anyway. Fire Blast is a better option as it hits Skarmory and Forretress much harder than Fire Punch, though it will not 2HKO Skarmory or OHKO Forretress respectively without some EV investment in Special Attack. It also never misses thanks to No Guard. Bullet Punch can help you finish off weakened sweepers as it has priority, though its lackluster damage output makes it tough to recommend.

EVs

Because Machamp is a powerful attacker, it is a good idea to place 252 EVs into Attack on most offensive sets. Where to invest the remaining EVs is trickier, however, and mainly depends on what set you are using, although they are primarily split among HP, Defense, and/or Speed.

As far as Speed goes, 4 Speed EVs will be enough to beat minimum Speed Blissey, which is the standard for the RestTalk set. 128 Speed EVs (with a neutral nature) will be enough to outrun Skarmory, which is quite useful on the Choice Band and Bulk Up sets. Finally, 242 Speed EVs with a Choice Scarf will outspeed Adamant Dugtrio.

Although 252 HP EVs on the RestTalk set is bulky enough for most purposes, you may want to consider 108 HP / 144 Atk / 252 Def / 4 Spe as an alternative spread, primarily because it is more able to take repeated beatings from Tyranitar and Rhyperior while still outspeeding Blissey.

Opinion

The main reason anyone would use Machamp over its fellow Fighting-types would be to take advantage of its unique ability, No Guard. STAB DynamicPunch that never misses, backed by a monstrous Attack stat, make Machamp very difficult to switch into. It is generally outclassed by the likes of Lucario when it comes to sweeping, as it is much faster. However, Machamp's superior defenses make it a much more reliable check against Pokemon such as Tyranitar and Rhyperior. It also possesses a very wide movepool that not only offers great type coverage but also some interesting support options such as Encore. Overall, Machamp is very useful if you play it to its strengths.

Counters

Machamp is a very difficult Pokemon to counter overall, as you will be unable to attack 50% of the time if you are hit by DynamicPunch. Thus, the best switch-ins against Machamp are bulky Ghost-type Pokemon as they are immune to Machamp's Fighting STAB. Spiritomb is the best choice as it is not weak to any of Machamp's attacks. Pressure will also deplete Machamp's PP pretty quickly, due to the fact that Machamp's STAB moves, along with Stone Edge, have low PP. Dusknoir works in a similar manner, although it takes super effective damage from Payback. However, it won't do that much damage unless it hits you on the switch, as Dusknoir is much slower than Machamp, leaving Payback with a mere 50 Base Power. The Rotom formes don't like Payback at all, as they are faster (leaving Payback with 100 Base Power against it); they can, however, set up Reflect and handle the rest of Machamp's moves with ease.

Any defensive Pokemon that resists Fighting is also a fairly good check against Machamp, though the confusion induced by DynamicPunch makes things a little bit more difficult. Slowbro is an exception, as it is immune to the effects of DynamicPunch thanks to Own Tempo. Even Choice Banded ThunderPunch fails to 2HKO the standard Slowbro, and it can easily recover thanks to Slack Off. Celebi and Cresselia are also good checks to Machamp. Being confused by DynamicPunch can be bothersome, but they can easily stall Machamp with Reflect. They can also hit it hard with STAB Psychic. Gliscor pretty much walls it if it lacks Ice Punch, and Gyarados is also a good switch-in thanks to Intimidate, as long as it doesn't have ThunderPunch or Stone Edge.

In general, the most reliable method for beating Machamp is taking advantage of its mediocre Speed. It is very easily revenge killed by faster sweepers, especially those that pack super effective moves. This is particularly true for the Choice Band set, as although it dents almost everything with Close Combat, the resulting Defense drops leave Machamp wide open.