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 / Cross Chop
~ Stone Edge / Ice Punch
~ Rest
~ Sleep Talk
252 HP / 252 Atk / 6 Spe

The Rest-Talker set was already one of Machamp's standard sets in previous generations, and it looks like it will remain as one. Machamp is one of the sturdier Fighters and this strategy suits him well. A good status absorber, and Sleep Talk helps with the low PP of both STAB moves and Stone Edge.

The choice between DynamicPunch and Cross Chop is a personal preference. DynamicPunch's confusion works well at forcing switches, which is something that teams with Spikes or Stealth Rock will appreciate. Cross Chop doesn't cause confusion, but has a higher chance to critical hit, so it may be your thing if you're feeling lucky. If you opt for Cross Chop, you can use Guts instead of No Guard. However, giving up a guaranteed hit is tough to recommend, even if you get do an Attack boost by switching abilities.

Stone Edge helps to deal with Flying types, Ghosts, and almost everything else that resists Fighting. Switching to Ice Punch means Gyarados is more of an issue, but it takes out Gliscor and means Machamp has an easier time with Dragons.

The given EV spread maximizes Machamp's defenses on each side, maximizes recovery from Rest as well as Leftovers recovery. The 4 in Speed allows Machamp to outrun 0 Speed Blissey.

Name Item Ability Nature

Choice Band

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

Slapping a Choice Band on Machamp makes him a massive immediate threat, and the superior type coverage when compared to the previous set means there is very little that can safely switch into this. Close Combat has more power than DynamicPunch and Cross Chop, and since the theme of this set is get in, attack, get out, the defense drops are not an issue. Any Ghosts or Psychics that switch in face the possibility of taking a powered up Payback. With ThunderPunch to fry Gyarados, Stone Edge is not a necessity on this set, hences its exclusion.

As all your attacks have 100% accuracy, you don't need No Guard, therefore you get to make great use of Machamp's Guts ability. If at all possible, try to switch Machamp in on a Thunder Wave, Toxic, or Will-o-wisp to activate Guts and boost his Attack by 1.5x. Blissey's Thunder Wave is a great opportunity. Just like giving up No Guard on the last set was tough to recommend, dropping Guts here is equally as difficult. Being able to fire off an Ice Punch at Garchomp and Gliscor without fearing Sand Veil kicking in can be a great asset though. Still, CB Machamp will often be better off with Guts, unless you want to replace Close Combat with DynamicPunch or Cross Chop.

Speed EVs are enough to outrun most Skarmory, who is easily 2HKOed with Close Combat. DynamicPunch and ThunderPunch also have a good chance to finish it in two hits. Switching all the Speed EVs to HP is also fine, particularly as you will often be trying to switch into Thunder Wave to activate Guts.

Name Item Nature

Choice Scarf

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

The Choice Scarf Machamp set allows him to outspeed things that would normally be faster than him, allowing him to hopefully KO whatever it is against before they can do much to him. The EVs provided bring Machamp to 223 Speed, allowing him to hit 340 with Choice Scarf, which lets him outspeed everything up to and including Adamant Dugtrio and Timid Mismagius.

Like the last set, the ability choice comes down to which attacks you prefer. You can't switch into Thunder Wave, as the Speed drop makes Choice Scarf pointless, so Guts loses some of its usefulness. However, if you catch a Burn or get poisoned, you'll have a surprisingly fast Machamp with an Attack boost, which is certainly a big threat. Guaranteeing Ice Punch will hit through Sand Veil and/or BrightPowder is a handy asset, as you now outrun Garchomp. For that reason alone, you may want to select No Guard.

Name Item Ability Nature

Anti-Lead

Lum Berry No Guard Adamant
Moveset IVs
~ Substitute
~ Dynamicpunch
~ Stone Edge / ThunderPunch
~ Payback / Ice Punch
19 Spe
EVs
252 HP / 160 Atk / 96 SpD

This set utilizes Machamp's high Attack and large movepool to be an effective lead Pokemon. The strategy revolves around the opponent's lead Pokemon. If the opposing Pokemon is a status inducer, Machamp will Substitute first, and then hit the Pokemon with the proper attack once safely behind the Substitute. If the opposing Pokemon is something like Gyarados or Salamence, Machamp will attack right away with the proper super effective attack.

Stone Edge and Payback generally go hand in hand, as do ThunderPunch and Ice Punch. Payback allows Machamp to OHKO Gengar and Azelf, while Stone Edge then covers Gyarados and Salamence. ThunderPunch and Ice Punch allow Machamp to OHKO Roserade and 2HKO bulkier versions of Gyarados and Salamence. Ice Punch also allows Machamp to hit Gliscor as well as the omnipresent Garchomp. However, without Payback, the guaranteed OHKOs on Gengar and Azelf are lost.

The EVs allow Machamp to never be OHKOed by an unboosted Modest Azelf's Psychic. The Attack EVs ensure a 2HKO on offensive Gyarados with Stone Edge and a OHKO on offensive Azelf with Payback. 19 Speed IVs are chosen because Bronzong's Gyro Ball now has at most 47 base power, meaning even a max Attack Adamant Bronzong will never be able to break Machamp's Substitutes.

Name Item Ability Nature

Bulk Up

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

While this isn't as effective as some of Machamp's other movesets, Bulk Up Machamp still has the potential to cause trouble if pesky special sweepers such as Azelf are removed from play before it tries to set up. The basic idea is to Bulk Up as much as you can, and pummel everything in sight. DynamicPunch can buy some time to set up as your enemies will be frequently hitting themselves. This set becomes a much bigger threat if provided with some Paralysis support, or if you Baton Pass some Speed to Machamp.

Again, there's enough Speed to outrun Skarmory. If you're planning to pass Machamp an Agility, switch to max Speed.

Other Options

Fire Punch is Machamp's best attack against Heracross, although an unboosted Stone Edge will 2HKO unless Hera is packing a lot of HP EVs. A Choice Band hit from Machamp's STAB attacks, despite being resisted, will also 2HKO. Fire Blast is the better option for a Fire attack, as it hurts Skarmory more than Machamp's unboosted STAB moves, even with Machamp's poor Special Attack. It almost guarantees a OHKO on Forretress too, and thanks to No Guard, it won't miss. Bullet Punch can give you the jump on weakened sweepers with its priority modifier, although as it lacks STAB it doesn't do a great deal of damage. Mega Kick or Facade can be used to deal with Weezing on the Choice Band set. The former should be used with No Guard, the latter with Guts.

Encore can give you an opportunity to Bulk Up safely and force switches. Counter can give you another option in dealing with physical attackers, especially things like Gliscor which resist Fighting. Light Screen can give Machamp a role to support the rest of his team and help him take special hits, although Psychic types will still massacre him.

Opinion

Machamp's best quality is No Guard, which is unique to him. STAB DynamicPunch that never misses is a great weapon, especially as Machamp backs it up with a massive Attack stat, and a great offensive movepool. Heracross and Lucario will outdo Machamp at sweeping due to his low Speed, but his better defensive stats give him a place as a good Tyranitar counter and a decent switch-in against Heracross itself. This is due to its ability to switch in on anything that a standard Heracross will pack except for Close Combat and the fact that it resists both of Tyranitar's STAB attacks (Crunch and Stone Edge/Rock Slide), with neutrality to Earthquake.

EVs

Given Machamp's purpose as a strong physical attacker, 252 EVs in Attack on most sets is a no brainer. Where to put the rest into is a little trickier, however. As was recommended on the Choice Band and Bulk Up sets, enough Speed to outrun most Skarmory can be helpful. Near max Speed and Jolly is required to make the most out of Choice Scarf.

You can go for a mixed HP/Defense spread to focus more on taking physical hits, something most suited to the RestTalker set. 108 HP / 144 Atk / 252 Def / 4 Spe will allow Machamp to switch into a max Attack CB Rhyperior Earthquake including Stealth Rock and Sand Stream. Putting EVs into Special Defense on Machamp isn't really a big help, although it's not a terrible idea on the Bulk Up set.

Counters

Not much really, although it often depends on which set Machamp is using. The Rest / Sleep Talk set can be taken down by Gliscor, if Ice Punch is absent. Gyarados does well against it if Machamp doesn't have Stone Edge. Cresselia is a fairly safe switch-in, and can set up a Reflect to sponge hits from Stone Edge. Celebi doesn't care too much about even Ice Punch or Payback unless it is boosted with Choice Band or Bulk Up, and may pack Reflect or Psychic. Slowbro is a great switch-in as it has Own Tempo, so it doesn't fear the confusion from DynamicPunch.

Nothing really counters the Choice Band set, as it is capable of putting a massive hole in almost everything. Weezing is probably your best bet as Mega Kick and Facade are rare. Dusknoir is also a good switch-in on anything barring Payback. For both of those, never hit Machamp with Will-o-Wisp, as it will just activate Guts and make him stronger. Only try to Burn Machamp if you are sure it is packing No Guard, which should be apparent if it starts throwing DynamicPunch around.

The best way to take out Machamp if with careful prediction, so your fast and powerful sweepers can get in and pummel him.