Machamp [GP 2/2]

sandshrewz

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Taking over this from Zurich.


Muscleman!

[Overview]

<p>Though Machamp has been a decent Pokemon since RBY, he was given a great gift last generation in No Guard. No Guard gives all of Machamp's attacks perfect accuracy, thus letting him earn a place in DPP OU. His STAB DynamicPunch, which is both powerful and guaranteed to confuse the opponent, makes Machamp a very frustrating opponent. Machamp doesn't just annoy, however; his base 130 Attack does a lot of heavy lifting, allowing him to 2HKO a fair portion of the metagame with STAB DynamicPunch, while most of the rest can be dispatched by a coverage move.</p>

<p>All things considered, however, Machamp's Attack is the only thing that really shines, as the rest of his stats are decidedly average. Machamp defenses allows him to only come in on weaker attacks; he is often put in a disadvantageous position as he is outsped by most Pokemon, many of whom take out Machamp with relative ease. Thus, Machamp works best at breaking apart defensive teams, literally punching his way to victory. That said, every team should have a check to Machamp, lest its members be on the ground in the aftermath of a killing spree by our overly muscular friend.</p>

[SET]
name: Substitute + 3 Attacks
move 1: Substitute
move 2: DynamicPunch
move 3: Stone Edge
move 4: Ice Punch / ThunderPunch
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Substitute is one of the best possible moves for Machamp, as when it is up, the opponent is put into a bit of a Catch-22: not only do they have to break the Substitute, but they must also withstand a mighty blow from that base 130 Attack. The ability to block any secondary effects of moves is just the icing on the cake.</p>

<p>Substitute is, of course, the crux of this set, giving Machamp some sort of protection against the onslaught he will often face. DynamicPunch is Machamp's greatest asset, as it is easily abusable with No Guard and also hits incredibly hard. Machamp also has a chance of getting past a few of his counters with the confusion caused by DynamicPunch; that same automatic confusion can be really annoying to everything else he hits as well. A lesser evil, Stone Edge is Machamp's second attack, having its notoriously shoddy accuracy remedied by No Guard. In addition, Stone Edge has great neutral coverage alongside DynamicPunch, smacking several Pokemon who can take Machamp's Fighting-type STAB move hard, such as Mismagius and Zapdos. Ice Punch rounds out his coverage, denting many physically defensive Ground-types such as Donphan, saving DynamicPunch's PP. You also have the option of ThunderPunch in that slot, seeing as it's your best bet against the numerous bulky Water-types in the tier if you're conservative with DynamicPunch's PP.</p>

[ADDITIONAL COMMENTS]

<p>To capitalize on Machamp's base 130 Attack, maximum investment and an Adamant nature are mandatory. Enough Speed EVs are invested to outpace any uninvested neutral natured Pokemon at base 60 Speed and below, such as Empoleon. The remainder of the EVs should go into HP to round off Machamp's overall bulk as well as provide more HP for Substitute. Leftovers is the preferred item for those same reasons; it also negates passive damage from sandstorm or hail, and heals Machamp when those weather conditions are not present, which allows him to create more Substitutes.</p>

<p>The only other plausible option is Payback, as it provides Machamp with an answer to quite a few Psychic- and Ghost-types, primarily Mew and Dusclops. However, more offensive threats, such as Alakazam and Azelf, are hit very hard by Stone Edge anyways. Regarding team support, dedicated walls such as Chansey and Dusclops are great options to take many powerful hits which would otherwise either break Machamp's Substitute or take it out. Entry hazards are also useful, as Machamp tends to force many switches. The extra damage caused by entry hazards, especially Toxic Spikes, can be crucial for Machamp to gain some key KOs. With that in mind, teammates who can set down hazards are great partners. Empoleon can set up Stealth Rock and can sponge the Flying- and Psychic-type attacks aimed at Machamp, while Deoxys-D can set up both Stealth Rock and Spikes and can tank any overly powerful attacks.</p>

[SET]
name: Choice Band
move 1: DynamicPunch
move 2: Ice Punch
move 3: ThunderPunch
move 4: Stone Edge
item: Choice Band
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Machamp has the capability of abusing his base 130 Attack with a Choice Band equipped, as it allows him to hit incredibly hard from the moment he enters the field without the need to set up. Machamp's sheer power allows him to take out most of UU in two hits with STAB DynamicPunch alone, and Pokemon that aren't are taken out by that have to answer to either of his three other moves.</p>

<p>DynamicPunch is the crux of this set, as it is a solid STAB move that confuses the opponent upon contact. Ice Punch hits Ground-types much more reliably than DynamicPunch, which saves DynamicPunch's PP; Ice Punch also hits most of the powerful Dragon-types in UU super effectively. ThunderPunch, on the other hand, hits the bulky Water-types that litter the metagame for super effective damage, allowing Machamp to hit them hard without resorting to his precious DynamicPunch. In the final moveslot, Stone Edge is a reliable move factoring in No Guard, and can be used to hit frail Psychic-types such as Azelf and Alakazam on the switch without resorting to Payback.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Attack EVs and an Adamant nature are used to amplify Machamp's already high Attack. This amount of Speed EVs invested allows Machamp to outpace uninvested Pokemon with neutral base 60 Speed, such as Empoleon. The leftover EVs are placed into HP to slightly improve his bulk. Bullet Punch is a decent priority move, but it has low Base Power and does not receive STAB. Payback allows Machamp to hit some bulky Psychic-types, such as Mew, harder than any of his other attacks, but has lesser utility compared to the standard moves. Guts can be used to let Machamp take Will-O-Wisps and increase his Attack to terrifying levels; however, DynamicPunch must be replaced with another Fighting-type attack, such as Low Kick or Close Combat, as DynamicPunch is horrendously inaccurate without No Guard. Entry hazard support will be useful to capitalize on the switches Machamp tends to force, which allow him to indirectly weaken the opponent without even having to launch an attack. Pursuit users, such as Weavile, are great teammates to take out the Ghost- and Psychic-types Machamp tends to attract. As Machamp has no method of recovery, Wish support from possible teammates, such as Chansey, heals Machamp, allowing him to further devastate the opponent as they try to take down this body builder. To demonstrate how powerful Choice Band Machamp is, here are some damage calculations.</p>

<ul class="damage_calculation">
<li>DynamicPunch vs 252/252 Registeel 79.95% - 94.78%</li>
<li>DynamicPunch vs 252/252 Donphan 44.53% - 52.6%</li>
<li>DynamicPunch vs 252/252 Suicune 43.81% - 51.49%</li>
<li>-1 DynamicPunch vs 252/252 Arcanine: 39.06% - 46.09%</li>
<li>-1 Atk DynamicPunch vs 252/252 Hitmontop 44.41% - 52.3%</li>
<li>Ice Punch vs 252/252 Zapdos 56.25% - 66.67%</li>
<li>ThunderPunch vs 252 HP/252 +1 Def Milotic 38.58% - 45.69%</li>
<li>Stone Edge vs 4/0 Azelf 82.53% - 97.26%</li>
</ul>

[SET]
name: Choice Scarf
move 1: DynamicPunch
move 2: Ice Punch
move 3: ThunderPunch
move 4: Stone Edge
item: Choice Scarf
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Machamp is probably the very definition of slow. This set is a different take on Machamp, and capitalizes on the surprise factor. With a Choice Scarf, Machamp can nab a few unexpected KOs against weakened opponents who are usually faster. Although this set may seem like a useless gimmick, it can be effective if you are able to conceal Machamp's item for him to KO some threats you need removed late game. DynamicPunch, as always, is Machamp's main STAB move that does a ton of damage to anything that does not resist it, and has the bonus of confusing the opponent. Ice Punch and ThunderPunch give Machamp physical pseudo-BoltBeam coverage, which allows him to hit everything in the tier for at least neutral damage. With that, the opponent has to be on the look out for which move Machamp uses, as he can hit a wide range of Pokemon super effectively. A wrong switch-in can prove fatal for the opponent. Stone Edge rounds out the set as the strongest non-STAB move, allowing Machamp to hit most Flying-types harder than with Ice Punch, and gives Machamp a weapon against frail Psychic-types, such as Alakazam and Azelf.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs are used to bolster Machamp's low Speed. Although Machamp uses a Choice Scarf for this set, he will not be running any marathons soon, so never overestimate his Speed. With a Jolly nature, Machamp outpaces all positive base 105 Speed, such as Mismagius; with Adamant nature, Machamp can only outpace positive base 95 Speed, such as Arcanine. Cobalion and Sigilyph are two notable Pokemon Machamp can outspeed with a Jolly nature but not with an Adamant nature. If you do not feel the need for him to outspeed those faster threats, Adamant nature can be used for the greater firepower. Machamp greatly appreciates having Ghost-types out of the picture. A Pursuit user, such as Weavile, is a great teammate to aid in the removal of those pesky ghouls to allow Machamp to spam DynamicPunch unimpeded. Bullet Punch, though viable, is not recommended as Machamp is already running on high Speed and the low damage output from Bullet Punch is off-putting. Payback is not really a good option as this set aims to outspeed threats, and thus, Payback usually does not gain the power boost, and Stone Edge hits harder against most Psychic-types. With no way to regain lost health, Wish support is an option to give Machamp a new lease of life, allowing him to wreck teams which are unprepared to deal with Machamp more than once. Although this set capitalizes on the surprise factor, it is up to the user to realize the full potential of Choice Scarf Machamp. You can choose to let the cat out of the bag early in the game or hide this gimmick until the time is right to release this monster.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Dynamicpunch
move 3: Ice Punch
move 4: Stone Edge
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Machamp's only boosting move is Bulk Up, and he can use it quite effectively. Bulk Up bolsters Machamp's Defense to decent levels, allowing him to tank some fairly powerful physical attacks after a boost or two. After a Bulk Up, Machamp has the power of the Choice Band set, but still retains the ability to switch moves. DynamicPunch, a staple on every Machamp set, will do a ton of damage, especially after a Bulk Up. Ice Punch hits Ground- and Grass-types super effectively. Stone Edge rounds up the set, as it gives Machamp good coverage and lets him hit Flying-types on the switch hard, even when unboosted. A huge plus is that Machamp can survive a Psyshock from Life Orb Azelf after a Bulk Up and can OHKO it with Stone Edge, after Life Orb recoil and Stealth Rock damage.</p>

[ADDITIONAL COMMENTS]

<p>An alternative EV spread of 252 HP / 4 SpD / 252 Spe can be used to maximize Machamp's bulk and Speed, but this lowers his offensive potential before a Bulk Up. Leftovers is Machamp's only form of recovery, but Lum Berry can be used to cure his status once. ThunderPunch gets rid of Water-types more easily but a neutral DynamicPunch usually deals the same amount of damage. Wish support from teammates, such as Chansey and Togekiss, can be helpful to give Machamp a second chance at setting up. Guts can be used to further bolster Machamp's already high Attack when inflicted with status, but No Guard is usually the superior option.</p>

[Other Options]

<p>Machamp is capable of running an all-out offensive set, but it is outclassed by the standard sets, given his frailty. A set with Guts and a status Orb is interesting, though Machamp has to trade the more useful DynamicPunch for the stronger Close Combat. A RestTalk set can be used but Machoke is better at that, and the BW's sleep mechanics makes RestTalk a risky strategy to use. Machamp has access to Light Screen, which can soften special Psychic-type attacks, but he usually does not have a free moveslot to fit it in. The standard Machamp sets are usually superior to the other options he has, thus these options should rarely be considered.</p>

[Checks and Counters]

<p>Machamp's versatility means that countering him will be an uphill task. Faster Pokemon are good options, as they can hit Machamp before he can hit back with a DynamicPunch. Keep in mind that whatever you're using to switch into Machamp may risk being injured by confusion from DynamicPunch. The best way to deal with Machamp is to revenge kill him, and there are plenty of Pokemon which can outspeed and KO him. Azelf and Alakazam are your best bets in that regard; they can easily revenge kill Machamp with STAB Psychic. Chandelure and Mismagius can come in on any of Machamp's attacks but Stone Edge, and can either burn him with Will-O-Wisp or use him as set-up fodder. Toxic Spikes will ruin Machamp, as they compromise his ability to stay in for many turns. Spiritomb and Slowbro are arguably the best Machamp counters. Spiritomb can switch in on any moves Machamp can offer, deplete DynamicPunch's PP with Pressure, and burn him with Will-O-Wisp. Slowbro not only resists DynamicPunch, but it also has Own Tempo to prevent it from being confused by DynamicPunch, and has great physical bulk to stall out Machamp. Only the rare ThunderPunch can do significant damage to Slowbro.</p>

[Dream World]

<p>Steadfast is a neat ability Machamp receives from the Dream World, but there are far too many moves incompatible with Steadfast, making it unworthy. Besides, No Guard is Machamp's best niche by far.</p>
 
Dynamicpunch is an incorrect spelling of DynamicPunch; the same goes for Thunderpunch, which should be ThunderPunch. Machamp also has base 130 Attack, so fix that.

Good luck getting this through GP ;)
 

sandshrewz

POTATO
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This is finally up (after 3 hours of effort)... WARNING: It will take a long time to GP check this too >.>

I need QC member help as well... Where do I put those missing 4 EVs on the CB, Sub + 3 and Bulk Up sets? Thanks :)
 

JockeMS

formerly SuperJOCKE
is a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
I'm no QC member, but I would say put it in HP. You already have max attack, and you don't need more speed.
 

hamiltonion

Nostalgic
is a Contributor to Smogonis a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Ok going to try my hand at GP(laceholder)


[Overview]

<p>Though Machamp has been a decent Pokemon throughout the generations, Machamp he was given a great gift last generation in No Guard, boosting all of Machamp's attacks to perfect accuracy, thus giving letting Machamp earn a place in DPP OU. Its STAB DynamicPunch, which is both powerful and guaranteed to confuse the opponent, makes Machamp a very frustrating opponent to face sometimes. Machamp doesn't just annoy, however; his base 130 Attack does a lot of heavy lifting, allowing him to 2HKO a fair portion of the metagame with STAB DynamicPunch, and most of the rest can be dispatched by a coverage move.</p>

<p>All things considered, however, Machamp's Attack is the only thing that really shines, with the rest of his stats being decidedly average. Machamp really only has the defenses to come in on weaker hits; at the same time he is put in a disadvantageous position, being left in the dust by quite a few Pokemon, many of whom take out Machamp with relative ease. Thus, Machamp works best at breaking apart defensive teams, literally punching his way to victory,. (period, I think you should end the sentence here) though every (cap) team should have pack (? sounds better) a check to Machamp, lest its members be on the ground in the aftermath of a killing spree by our overly muscular friend.</p>

[SET]
name: Substitute + 3 Attacks
move 1: Substitute
move 2: DynamicPunch
move 3: Stone Edge
move 4: Ice Punch / ThunderPunch
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe / (remove slash)

[SET COMMENTS]

<p>Substitute is one of the best possible moves when using Machamp, as when a Substitute is up, the opponent is put in a bit of a Catch-22, as they have to not only break the Substitute, but also has to withstand a mighty blow from that base 130 Attack;. the (cap t) ability to block any secondary effects of moves and land at least one attack is just the icing on the cake.</p>

<p>Substitute is, of course, the main move on this set, giving Machamp some sort of protection against the onslaught he will often face. DynamicPunch is Machamp's greatest asset, being both easily abusable with No Guard and hits incredibly hard as well. Machamp also has a chance of getting past a few of his counters if he gets lucky with the confusion that DynamicPunch causes; that same automatic confusion can be really annoying to everything else he hits as well. A lesser evil, Stone Edge is Machamp's second attack, having its notoriously shoddy accuracy remedied by No Guard. In addition, Stone Edge has great neutral coverage alongside DynamicPunch, smacking several Pokemon who can take Machamp's Fighting-type STAB move hard, such as Mismagius and Zapdos. Ice Punch as Machamp's last move rounds up its coverage, denting many physically defensive Ground-types such as Donphan, saving DynamicPunch's PP. You also have the option of ThunderPunch in that slot as well, seeing as it's your best bet against the numerous bulky Water-types in the tier.</p>

[ADDITIONAL COMMENTS]

<p>To capitalize on Machamp's base 130 Attack, the maximum amount of EVs in that stat is a mandate; the same reason applies to use an Adamant nature. Enough Speed EVs are there to outpace any neutral natured Pokemon at base 60 Speed and below, such as Empoleon. The remainder of the EVs should go into HP to round up some of Machamp's overall bulk as well as provide more HP for Substitute. Leftovers is the preferred item for those reasons as well, and it also negates passive damage from sandstorm or hail, and Leftovers recovery heals Machamp when those weather conditions are not present, allowing him to create more Substitutes.</p>

<p>The only other option that Machamp can plausibly use is Payback, and it provides Machamp with an answer to quite a few Psychic- and Ghost-types, primarily Mew and Dusclops. However, more offensive threats, such as Alakazam and Azelf, are hit very hard by Stone Edge anyways. Regarding team support, dedicated walls such as Chansey and Dusclops are great options to take many powerful hits which would otherwise either break Machamp's Substitute or take it out. Entry hazards are also especially useful, as Machamp will be forcing tends to force many switches. The extra damage caused by entry hazards, especially Toxic Spikes, can be crucial for Machamp to gain some key KOs. With that in mind, teammates who can set down hazards are great partners. Empoleon can set up Stealth Rock and can sponge the Flying- and Psychic-type attacks aimed at Machamp, (remove comma) while Deoxys-D can set up both Stealth Rock and Spikes and can tank any overly powerful attacks.</p>

[SET]
name: Choice Band
move 1: DynamicPunch
move 2: Ice Punch
move 3: ThunderPunch
move 4: Stone Edge
item: Choice Band
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Machamp easily has the capability to abuse his base 130 Attack with a Choice Band equipped, as it allows him to hit incredibly hard from the moment it enters the field without the need to set up. Machamp's sheer power allows him to take out most of UU in two hits with STAB DynamicPunch alone, and many Pokemon that aren't are taken out by that has to answer to either of his three other moves.</p>

<p>DynamicPunch is the crux of this set, providing both a solid STAB move and a move that confuses the opponent upon contact, occasionally giving Machamp a bit of a lucky break. Ice Punch hits Ground-types much more reliably than DynamicPunch, saving its PP; Ice Punch also hits most of the powerful Dragon-types in UU super effectively. ThunderPunch, on the other hand, hits the bulky Water-types littering the metagame for super effective damage, allowing Machamp to hit them hard without resorting to his precious DynamicPunch. In the final moveslot, Stone Edge is reliable to hit the opponent every time, though it is here for hitting frail Psychic-types such as Azelf and Alakazam on the switch without resorting to Payback.</p>

[ADDITIONAL COMMENTS]

<p>Maximum attack EVs and an Adamant nature is used to maximize Machamp's already high Attack. This amount of Speed EVs invested allows Machamp to outpace neutral base 60s Speed, such as Empoleon. The leftover EVs are placed into HP to slightly improve his bulk. Bullet Punch is a decent priority move to use but it has low Base Power and does not receive STAB. Payback allows Machamp to hit some bulky Psychic-types such as Mew, harder than any of his other attacks, but has lesser utility compared to the standard moves. Guts can be used to let Machamp take Will-O-Wisps like a champ and doubles his Attack to terrifying levels; however, DynamicPunch must be replaced with another Fighting-type attack such as Low Kick or Close Combat, as DynamicPunch is horrendously inaccurate without No Guard. Entry hazard support will be useful to capitalize on the switches Machamp tends to force, allowing him to indirectly weaken the opponent without even having to launch an attack. Pursuit users such as Weavile are great teammates to take out the Ghost- and Psychic-types Machamp tends to attract. As Machamp has no method of recovery, Wish support from possible teammates such as Chansey heals Machamp, allowing him to further devastate the opponent as they try to take down this body builder. To demonstrate how powerful Choice Band Machamp is, here are some damage calculations.</p>

<ul class="damage_calculation">
<li>DynamicPunch vs 252/252 Registeel 79.95% - 94.78%</li>
<li>DynamicPunch vs 252/252 Donphan 44.53% - 52.6%</li>
<li>DynamicPunch vs 252/252 Suicune 43.81% - 51.49%</li>
<li>-1 DynamicPunch vs 252/252 Arcanine: 39.06% - 46.09%</li>
<li>-1 Atk DynamicPunch vs 252/252 Hitmontop 44.41% - 52.3%</li>
<li>Ice Punch vs 252/252 Zapdos 56.25% - 66.67%</li>
<li>ThunderPunch vs 252 HP/252 +1 Def Milotic 38.58% - 45.69%</li>
<li>Stone Edge vs 4/0 Azelf 82.53% - 97.26%</li>
</ul>

[SET]
name: Choice Scarf
move 1: DynamicPunch
move 2: Ice Punch
move 3: ThunderPunch
move 4: Stone Edge
item: Choice Scarf
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Machamp is probably the definition of slow. This set is a different take on Machamp, capitalizing on the surprise factor. With a Choice Scarf, Machamp can nab a few unexpected KOs on weakened opponents who are usually faster. Although this set may seem like a useless gimmick, it can be effective if you are able to conceal Machamp's item for him to KO some threats you need it to be removed late game. DynamicPunch, as always, is Machamp's main STAB move that does a ton of damage to anything that does not resist it, and has the bonus of confusing the opponent. Ice Punch and ThunderPunch give Machamp a physical pseudo-BoltBeam coverage, allowing him to hit everything commonly seen (Lanturn ?) in the tier for at least neutral damage. With that, the opponent has to be on the look out for which move Machamp uses as it can hit a wide range of Pokemon super effectively. A wrong switch-in can prove fatal for the opponent. Stone Edge rounds up the set as the strongest non-STAB move, allowing Machamp to hit most Flying-types harder than with Ice Punch, and gives Machamp a weapon against frail Psychic-types such as Alakazam and Azelf.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs and HP EVs are used to bolster Machamp's low Speed. Although Machamp uses a Choice Scarf for this set, he is not running any marathons any time soon, so never overestimate Machamp's Speed. With Jolly nature, Machamp outpaces positve base 105s Speed such as Mismagius; but with Adamant nature, Machamp can only outpace positive base 95s Speed such as Arcanine. Cobalion and Sigilyph are two of the notable Pokemon Machamp can outspeed with a Jolly nature but not with an Adamant nature. Therefore, the choice of nature depends on what you want Machamp to be able to outspeed. If you do not feel the need for him to outspeed those faster threats, Adamant nature can be used for the greater firepower. Machamp greatly appreciates having Ghost-types out of the picture. A Pursuit user such as Weavile is a great teammate to aid in the removal of those pesky ghouls to allow Machamp to spam DynamicPunch unimpeded when the opportunity arises. Bullet Punch, though viable, is not recommended as Machamp is already running on high Speed, and the low damage output from Bullet Punch is off-turning (is there a word like this ?). Payback is not really a good option as this set aims to outspeed some threats Machamp usually cannot. Thus, Payback usually does not gain the power boost, and Stone Edge hits harder against most Psychic-types. With no way to regain lost health, Wish support is an option to give Machamp a new lease of life, allowing him to wreck teams which are unprepared to deal with Machamp more than once, especially when he is holding a Choice Scarf. Although this set capitalizes on the surprise factor, it is up to the user to realise the full potential of Choice Scarf Machamp. You can choose to let the cat out of the bag early in the game, or hide this gimmick till it is the best time to release this monster.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Dynamicpunch
move 3: Ice Punch
move 4: Stone Edge
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Machamp's only boosting move is Bulk Up, and he can use it quite effectively. Bulk Up bolsters Machamp's Defense to decent levels, allowing him to tank some fairly powerful physical attacks after a boost or two. After a Bulk Up, Machamp has the power of the Choice Band set while retaining the ability to switch moves. DynamicPunch, which is a staple on every Machamp set, will do a ton of damage, especially after a single Bulk Up. Ice Punch hits Ground- and Grass-types super effectively. Hippowdon is 2HKOed by it after Stealth Rock and Spikes damage with one Bulk Up under Machamp's belt. Stone Edge rounds up the set, giving Machamp good coverage and lets it hit Flying-types on the switch hard, even when unboosted. A huge plus is that Machamp can survive a Psyshock from Life Orb Azelf after a Bulk Up and can OHKO it with Stone Edge, after factoring in Life Orb recoil and Stealth Rock damage.</p>

[ADDITIONAL COMMENTS]

<p>An alternative EV spread of 252 HP / 4 SpD / 252 Spe can be used to maximize Machamp's bulk and Speed, but this lowers his offensive potential before a Bulk Up. Leftovers is Machamp's only form of recovery but Lum Berry can be used to cure his status once. ThunderPunch can be used to get rid of Water-types more easily but a neutral DynamicPunch usually deals the same amount of damage. Wish support from teammates such as Chansey and Togekiss can be helpful to give Machamp a second chance at setting up. Guts can be used to further bolster Machamp's already high Attack when inflicted with status, but No Guard is usually the superior option.</p>

[Other Options]

<p>Machamp is capable of running an all-out offensive set, but it is outclassed by the standard sets, given his frailty. A set with Guts and a status Orb is interesting, though Machamp has to trade DynamicPunch for the stronger Close Combat. A RestTalk set can be used but Machoke is better at that, and the new sleep mechanics of BW makes RestTalk a risky set strategy to use. Machamp has access to Light Screen, softening special Psychic-type attacks, but he usually does not have a free moveslot to fit this, and is too gimmicky to pull off effectively. The standard Machamp sets are usually superior to the other options he has, thus the other options should usually not be considered.</p>

[Checks and Counters]

<p>Machamp's versatility means that countering him will be an uphill task. Pokemon faster than Machamp are good options to hit Machamp before he can hit it with a DynamicPunch. Keep in mind that whatever you're using to switch into Machamp, it has to should not be badly injured by confusion from DynamicPunch. The best way to deal with Machamp is to revenge kill him, and there are plenty of Pokemon which can outspeed him. Azelf and Alakazam are your best bets in that regard; they can easily revenge kill Machamp with STAB Psychic. Chandelure and Mismagius can come in on any of Machamp's attack but Stone Edge, and can either burn him with Will-O-Wisp or use him as set-up fodder. Toxic Spikes will ruin Machamp as this compromises his ability to stay in for many turns. Spiritomb and Slowbro are arguably the best Machamp counters. Spiritomb can switch in on any moves Machamp can offer and deplete DynamicPunch's PP quickly thanks to Pressure, and can burn him with Will-O-Wisp. Slowbro has Own Tempo to prevent it from being confused by DynamicPunch as well as resisting it, and has great physical bulk to stall out Machamp. Only the rare ThunderPunch can do some significant damage to Slowbro.</p>
Long but a fun read. Excellent writeup. Some of my edits are almost nitpicks.
 

New World Order

Licks Toads
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Taking over this from Zurich.


Muscleman!

[Overview]

<p>Though Machamp has been a decent Pokemon throughout the generations, Machamp was given a great gift last generation in No Guard, boosting which gives all of Machamp's attacks to perfect accuracy, thus giving Machamp a place in DPP OU. Its STAB DynamicPunch, which is both powerful and guaranteed to confuse the opponent, makes Machamp a very frustrating opponent(period) sometimes. Machamp doesn't just annoy, however; his base 130 Attack does a lot of heavy lifting, allowing him to 2HKO a fair portion of the metagame with STAB DynamicPunch, and while most of the rest can be dispatched by a coverage move.</p>

<p>All things considered, however, Machamp's Attack is the only thing that really shines, with as the rest of his stats being are decidedly average. Machamp really only has the defenses to come in on weaker hits attacks; at the same time he is put in a disadvantageous position, being left in the dust by quite a few Pokemon, many of whom take out Machamp with relative ease. I have no clue what you're trying to say here, are you talking about Machamp's Speed? If so, you should probably mention that. Thus, Machamp works best at breaking apart defensive teams, literally punching his way to victory, though every team should have a check to Machamp, lest its members be on the ground in the aftermath of a killing spree by our overly muscular friend.</p>

[SET]
name: Substitute + 3 Attacks
move 1: Substitute
move 2: DynamicPunch
move 3: Stone Edge
move 4: Ice Punch / ThunderPunch
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe /

[SET COMMENTS]

<p>Substitute is one of the best possible moves when using for Machamp, as when a Substitute is up, the opponent is put in into a bit of a Catch-22, as they have to not only have to break the Substitute, but also has to withstand a mighty blow from that base 130 Attack; the ability to block any secondary effects of moves and at least one attack is just the icing on the cake.</p>

<p>Substitute is, of course, the main move on crux of this set, giving Machamp some sort of protection against the onslaught he will often face. DynamicPunch is Machamp's greatest asset, being both as it is easily abusable with No Guard and also hits incredibly hard(period) as well. Machamp also has a chance of getting past a few of his counters if he gets lucky with the confusion that DynamicPunch causes caused by DynamicPunch; that same automatic confusion can be really annoying to everything else he hits as well. A lesser evil, Stone Edge is Machamp's second attack, having its notoriously shoddy accuracy remedied by No Guard. In addition, Stone Edge has great neutral coverage alongside DynamicPunch, smacking several Pokemon who can take Machamp's Fighting-type STAB move hard, such as Mismagius and Zapdos. Ice Punch as Machamp's last move rounds up its coverage, denting many physically defensive Ground-types such as Donphan, saving while conserving DynamicPunch's PP. You also have the option of using ThunderPunch in that slot as well, seeing as it's your best bet against the numerous bulky Water-types in the tier. What? ThunderPunch hits just as hard as DynamicPunch, and DynamicPunch can confuse them too. The only reason you'd use Thunderpunch is to conserve PP. </p>

[ADDITIONAL COMMENTS]

<p>To capitalize on Machamp's base 130 Attack, maximum investment and an Adamant nature are mandatory(period) the maximum amount of EVs in that stat is a mandate; the same reason applies to use an Adamant nature. Enough Speed EVs are there to outpace any uninvested neutral natured Pokemon at base 60 Speed and below, such as Empoleon. The remainder of the EVs should go into HP to round up some of off Machamp's overall bulk as well as provide more HP for Substitute. Leftovers is the preferred item for those same reasons(semicolon) reasons as well, and it also negates passive damage from sandstorm or hail, and Leftovers recovery heals Machamp when those weather conditions are not present, allowing which allows him to create more Substitutes.</p>

<p>The only other plausible option that Machamp can plausibly use is Payback, and as it provides Machamp with an answer to quite a few Psychic- and Ghost-types, primarily Mew and Dusclops. However, more offensive threats, such as Alakazam and Azelf, are hit very hard by Stone Edge anyways. Regarding team support, dedicated walls such as Chansey and Dusclops are great options to take many powerful hits which would otherwise either break Machamp's Substitute or take it out. Entry hazards are also especially useful, as Machamp will be forcing many switches. The extra damage caused by entry hazards, especially Toxic Spikes, can be crucial for Machamp to gain some key KOs. With that in mind, teammates who can set down hazards are great partners. Empoleon can set upStealth Rock and can sponge the Flying- and Psychic-type attacks aimed at Machamp, while Deoxys-D can set up both Stealth Rock and Spikes and can tank any overly powerful attacks.</p>

[SET]
name: Choice Band
move 1: DynamicPunch
move 2: Ice Punch
move 3: ThunderPunch
move 4: Stone Edge
item: Choice Band
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Machamp easily has the capability to abuse of abusing his base 130 Attack with a Choice Band equipped, as it allows him to hit incredibly hard from the moment it enters the field without the need to set up. Machamp's sheer power allows him to take out most of UU in two hits with STAB DynamicPunch alone, and many Pokemon that aren't are taken out by that has have to answer to either of his three other moves.</p>

<p>DynamicPunch is the crux of this set, as it is a solid STAB move that confuses the opponent on contact(period) providing both a solid STAB move and a move that confuses the opponent upon contact, occasionally giving Machamp a bit of a lucky break. Ice Punch hits Ground-types much more reliably than DynamicPunch, saving which saves DynamicPunch's its PP; Ice Punch also hits most of the powerful Dragon-types in UU super effectively. ThunderPunch, on the other hand, hits the bulky Water-types littering that litter the metagame for super effective damage, allowing Machamp to hit them hard without resorting to his precious DynamicPunch. In the final moveslot, Stone Edge is a reliable move factoring in No Guard(comma) reliable to hit the opponent every time, though it is here for hitting and can be used to hit frail Psychic-types such as Azelf and Alakazam on the switch without resorting to Payback.</p>

[ADDITIONAL COMMENTS]

<p>Maximum attack EVs and an Adamant nature is are used to maximize Machamp's already high Attack. This amount of Speed EVs invested allows Machamp to outpace uninvested Pokemon with neutral base 60s Speed, such as Empoleon. The leftover EVs are placed into HP to slightly improve his bulk. Bullet Punch is a decent priority move(comma) to use but it has low Base Power and does not receive STAB. Payback allows Machamp to hit some bulky Psychic-types(comma) such as Mew, harder than any of his other attacks, but has lesser utility compared to the standard moves. Guts can be used to let Machamp take Will-O-Wisps like a champ and doubles increases 1.5, not double his Attack to terrifying levels; however, DynamicPunch must be replaced with another Fighting-type attack(comma) such as Low Kick or Close Combat, as DynamicPunch is horrendously inaccurate without No Guard. Entry hazard support will be useful to capitalize on the switches Machamp tends to force, allowing which allow him to indirectly weaken the opponent without even having to launch an attack. Pursuit users(comma) such as Weavile(comma) are great teammates to take out the Ghost- and Psychic-types Machamp tends to attract. As Machamp has no method of recovery, Wish support from possible teammates(comma) such as Chansey(comma) heals Machamp, allowing him to further devastate the opponent as they try to take down this body builder. To demonstrate how powerful Choice Band Machamp is, here are some damage calculations.</p>

<ul class="damage_calculation">
<li>DynamicPunch vs 252/252 Registeel 79.95% - 94.78%</li>
<li>DynamicPunch vs 252/252 Donphan 44.53% - 52.6%</li>
<li>DynamicPunch vs 252/252 Suicune 43.81% - 51.49%</li>
<li>-1 DynamicPunch vs 252/252 Arcanine: 39.06% - 46.09%</li>
<li>-1 Atk DynamicPunch vs 252/252 Hitmontop 44.41% - 52.3%</li>
<li>Ice Punch vs 252/252 Zapdos 56.25% - 66.67%</li>
<li>ThunderPunch vs 252 HP/252 +1 Def Milotic 38.58% - 45.69%</li>
<li>Stone Edge vs 4/0 Azelf 82.53% - 97.26%</li>
</ul>

[SET]
name: Choice Scarf
move 1: DynamicPunch
move 2: Ice Punch
move 3: ThunderPunch
move 4: Stone Edge
item: Choice Scarf
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Machamp is probably the very definition of slow. This set is a different take on Machamp, capitalizing and capitalizes on the surprise factor. With a Choice Scarf, Machamp can nab a few unexpected KOs on against weakened opponents who are usually faster. Although this set may seem like a useless gimmick, it can be effective if you are able to conceal Machamp's item for him to KO some threats you need it to be removed late game. DynamicPunch, as always, is Machamp's main STAB move that does a ton of damage to anything that does not resist it, and has the bonus of confusing the opponent. Ice Punch and ThunderPunch give Machamp a physical pseudo-BoltBeam coverage, allowing him to hit everything in the tier for at least neutral damage. With that, the opponent has to be on the look out for which move Machamp uses(comma) as it can hit a wide range of Pokemon super effectively. A wrong switch-in can prove fatal for the opponent. Stone Edge rounds up the set as the strongest non-STAB move, allowing Machamp to hit most Flying-types harder than with Ice Punch, and gives Machamp a weapon against frail Psychic-types(comma) such as Alakazam and Azelf.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs and HP EVs No! are used to bolster Machamp's low Speed. Although Machamp uses a Choice Scarf for this set, he is not will not be running any marathons soon, so never overestimate Machamp's Speed. With Jolly nature, Machamp outpaces positve Pokemon with positive nature base 105s Speed(comma) such as Mismagius; but with Adamant nature, Machamp can only outpace Pokemon with positive nature base 95s Speed(comma) such as Arcanine. Cobalion and Sigilyph are two of the notable Pokemon Machamp can outspeed with a Jolly nature but not with an Adamant nature. Therefore, the choice of nature depends on what you want Machamp to be able to outspeed. If you do not feel the need for him to outspeed those faster threats, Adamant nature can be used for the greater firepower. Machamp greatly appreciates having Ghost-types out of the picture. A Pursuit user(comma) such as Weavile(comma) is a great teammate to aid in the removal of those pesky ghouls to allow Machamp to spam DynamicPunch unimpeded when the opportunity arises. Bullet Punch, though viable, is not recommended as Machamp is already running on high Speed, and the low damage output from Bullet Punch is off-turning. Payback is not really a good option as this set aims to outspeed some threats(comma) Machamp usually cannot. Thus, and thus(comma) Payback usually does not gain the power boost, and Stone Edge hits harder against most Psychic-types. With no way to regain lost health, Wish support is an option to give Machamp a new lease of life, allowing him to wreck teams which are unprepared to deal with Machamp more than once(comma)(remove comma) especially when he is holding a Choice Scarf. Although this set capitalizes on the surprise factor, it is up to the user to realise the full potential of Choice Scarf Machamp. You can choose to let the cat out of the bag early in the game, or hide this gimmick till it is the best time until the time is right to release this monster.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Dynamicpunch
move 3: Ice Punch
move 4: Stone Edge
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Machamp's only boosting move is Bulk Up, and he can use it quite effectively. Bulk Up bolsters Machamp's Defense to decent levels, allowing him to tank some fairly powerful physical attacks after a boost or two. After a Bulk Up, Machamp has the power of the Choice Band set(comma) but still retains while retaining the ability to switch moves. DynamicPunch, which is a staple on every Machamp set, will do a ton of damage, especially after a single Bulk Up. Ice Punch hits Ground- and Grass-types super effectively. Hippowdon is 2HKOed by it after Stealth Rock and Spikes damage with one Bulk Up under Machamp's belt. No more Hippopotamuses for Christmas Stone Edge rounds up the set, giving as it gives Machamp good coverage and lets it hit Flying-types on the switch hard, even when unboosted. A huge plus is that Machamp can survive a Psyshock from Life Orb Azelf after a Bulk Up and can OHKO it with Stone Edge, after Life Orb recoil and Stealth Rock damage.</p>

[ADDITIONAL COMMENTS]

<p>An alternative EV spread of 252 HP / 4 SpD / 252 Spe can be used to maximize Machamp's bulk and Speed, but this lowers his offensive potential before a Bulk Up. Leftovers is Machamp's only form of recovery but Lum Berry can be used to cure his status once. ThunderPunch can be used to get rid of Water-types more easily but a neutral DynamicPunch usually deals the same amount of damage. Wish support from teammates(comma) such as Chansey and Togekiss(comma) can be helpful to give Machamp a second chance at setting up. Guts can be used to further bolster Machamp's already high Attack when inflicted with status, but No Guard is usually the superior option.</p>

[Other Options]

<p>Machamp is capable of running an all-out offensive set, but it is outclassed by the standard sets, given his frailty. A set with Guts and a status Orb is interesting, though Machamp has to trade the more useful DynamicPunch for the stronger Close Combat. A RestTalk set can be used but Machoke is better at that, and the new sleep mechanics of BW makes RestTalk a risky set to use. Machamp has access to Light Screen, softening which can soften special Psychic-type attacks, but he usually does not have a free moveslot to fit this, and is too gimmicky to pull cannot pull this off effectively. The standard Machamp sets are usually superior to the other options he has, thus the other options should usually not be considered.</p>

[Checks and Counters]

<p>Machamp's versatility means that countering him will be an uphill task. Pokemon faster than Machamp are good options to Faster Pokemon are good options(comma) as they can hit Machamp before he can hit it back with a DynamicPunch. Keep in mind that whatever you're using to switch into Machamp, it has to not be badly mat risk being injured by confusion from DynamicPunch. The best way to deal with Machamp is to revenge kill him, and there are plenty of Pokemon which can outspeed and KO him. Azelf and Alakazam are your best bets in that regard; they can easily revenge kill Machamp with STAB Psychic. Chandelure and Mismagius can come in on any of Machamp's attack but Stone Edge, and can either burn him with Will-O-Wisp or use him as set-up fodder. Toxic Spikes will ruin Machamp as compromises his ability to stay in for many turns. Spiritomb and Slowbro are arguably the best Machamp counters. Spiritomb can switch in on any moves Machamp can offer(comma) and deplete DynamicPunch's PP(coma) quickly, and can burn him with Will-O-Wisp. Slowbro has Own Tempo to prevent it from being confused by DynamicPunch, and has great physical bulk to stall out Machamp. Only the rare ThunderPunch can do some significant damage to Slowbro.</p>

[Dream World]

<p>Steadfast is a neat ability to recieve Machamp received from the Dream World, but there are far too many things Machamp can't have while using moves incompatible with Steadfast, making it unworthy. Besides, No Guard is Machamp's best niche by far.</p>
GP Approved (1/2)

 
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Taking over this from Zurich.


Muscleman!

[Overview]

<p>Though Machamp has been a decent Pokemon throughout the generations since RBY, he was given a great gift last generation in No Guard, which gives all of Machamp's attacks perfect accuracy, thus letting Machamp him earn a place in DPP OU. Its His STAB DynamicPunch, which is both powerful and guaranteed to confuse the opponent, makes Machamp a very frustrating opponent. Machamp doesn't just annoy, however; his base 130 Attack does a lot of heavy lifting, allowing him to 2HKO a fair portion of the metagame with STAB DynamicPunch, while most of the rest can be dispatched by a coverage move.</p>

<p>All things considered, however, Machamp's Attack is the only thing that really shines, as the rest of his stats are decidedly average. Machamp really only has the defenses to come in on weaker attacks; at the same time he is put in a disadvantageous position, being outsped by quite a few Pokemon, many of whom take out Machamp with relative ease. Thus, Machamp works best at breaking apart defensive teams, literally punching his way to victory., (stop) That said, though every team should have a check to Machamp, lest its members be on the ground in the aftermath of a killing spree by our overly muscular friend.</p>

[SET]
name: Substitute + 3 Attacks
move 1: Substitute
move 2: DynamicPunch
move 3: Stone Edge
move 4: Ice Punch / ThunderPunch
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Substitute is one of the best possible moves for Machamp, as when a Substitute it is up, the opponent is put into a bit of a Catch-22:, as they not only do they have to break the Substitute, but they must also withstand a mighty blow from that base 130 Attack.; (stop) The ability to block any secondary effects of moves is just the icing on the cake.</p>

<p>Substitute is, of course, the crux of this set, giving Machamp some sort of protection against the onslaught he will often face. DynamicPunch is Machamp's greatest asset, as it is easily abusable with No Guard and also hits incredibly hard. Machamp also has a chance of getting past a few of his counters with the confusion caused by DynamicPunch; that same automatic confusion can be really annoying to everything else he hits as well. A lesser evil, Stone Edge is Machamp's second attack, having its notoriously shoddy accuracy remedied by No Guard. In addition, Stone Edge has great neutral coverage alongside DynamicPunch, smacking several Pokemon who can take Machamp's Fighting-type STAB move hard, such as Mismagius and Zapdos. Ice Punch rounds up out its coverage, denting many physically defensive Ground-types such as Donphan, saving DynamicPunch's PP. You also have the option of ThunderPunch in that slot as well, seeing as it's your best bet against the numerous bulky Water-types in the tier if you're conservative with DynamicPunch's PP.</p>

[ADDITIONAL COMMENTS]

<p>To capitalize on Machamp's base 130 Attack, maximum investment and an Adamant nature are mandatory. Enough Speed EVs are invested to outpace any uninvested neutral natured Pokemon at base 60 Speed and below, such as Empoleon. The remainder of the EVs should go into HP to round off Machamp's overall bulk as well as provide more HP for Substitute. Leftovers is the preferred item for those same reasons; it also negates passive damage from sandstorm or hail, and heals Machamp when those weather conditions are not present, which allowings him to create more Substitutes.</p>

<p>The only other plausible option is Payback, as it provides Machamp with an answer to quite a few Psychic- and Ghost-types, primarily Mew and Dusclops. However, more offensive threats, such as Alakazam and Azelf, are hit very hard by Stone Edge anyways. Regarding team support, dedicated walls such as Chansey and Dusclops are great options to take many of the powerful hits which would otherwise either break Machamp's Substitute or take it out. Entry hazards are also useful, as Machamp tends to force many switches. The extra damage caused by entry hazards, especially Toxic Spikes, can be crucial for Machamp to gain some key KOs. With that in mind, teammates who can set down hazards are great partners. Empoleon can set up Stealth Rock and can sponge the Flying- and Psychic-type attacks aimed at Machamp, while Deoxys-D can set up both Stealth Rock and Spikes and can tank any overly powerful attacks.</p>

[SET]
name: Choice Band
move 1: DynamicPunch
move 2: Ice Punch
move 3: ThunderPunch
move 4: Stone Edge
item: Choice Band
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Machamp has the capability of abusing his base 130 Attack with a Choice Band equipped, as it allows him to hit incredibly hard from the moment it enters the field without the need to set up. Machamp's sheer power allows him to take out most of UU in two hits with STAB DynamicPunch alone, and Pokemon that aren't are taken out by that have to answer to either of his three other moves.</p>

<p>DynamicPunch is the crux of this set, as it is a solid STAB move that confuses the opponent upon contact. Ice Punch hits Ground-types much more reliably than DynamicPunch, which saves DynamicPunch's PP; Ice Punch also hits most of the powerful Dragon-types in UU super effectively. ThunderPunch, on the other hand, hits the bulky Water-types that litter the metagame for super effective damage, allowing Machamp to hit them hard without resorting to his precious DynamicPunch. In the final moveslot, Stone Edge is a reliable move factoring in No Guard, and can be used to hit frail Psychic-types such as Azelf and Alakazam on the switch without resorting to Payback.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Attack EVs and an Adamant nature are used to maximize amplify Machamp's already high Attack. This amount of Speed EVs invested allows Machamp to outpace uninvested Pokemon with neutral base 60s Speed, such as Empoleon. The leftover EVs are placed into HP to slightly improve his bulk. Bullet Punch is a decent priority move, but it has low Base Power and does not receive STAB. Payback allows Machamp to hit some bulky Psychic-types, such as Mew, harder than any of his other attacks, but has lesser utility compared to the standard moves. Guts can be used to let Machamp take Will-O-Wisps like a champ (cliche) and increases his Attack to terrifying levels; however, DynamicPunch must be replaced with another Fighting-type attack, such as Low Kick or Close Combat, as DynamicPunch is horrendously inaccurate without No Guard. Entry hazard support will be useful to capitalize on the switches Machamp tends to force, which allow him to indirectly weaken the opponent without even having to launch an attack. Pursuit users, such as Weavile, are great teammates to take out the Ghost- and Psychic-types Machamp tends to attract. As Machamp has no method of recovery, Wish support from possible teammates, such as Chansey, heals Machamp, allowing him to further devastate the opponent as they try to take down this body builder. To demonstrate how powerful Choice Band Machamp is, here are some damage calculations.</p>

<ul class="damage_calculation">
<li>DynamicPunch vs 252/252 Registeel 79.95% - 94.78%</li>
<li>DynamicPunch vs 252/252 Donphan 44.53% - 52.6%</li>
<li>DynamicPunch vs 252/252 Suicune 43.81% - 51.49%</li>
<li>-1 DynamicPunch vs 252/252 Arcanine: 39.06% - 46.09%</li>
<li>-1 Atk DynamicPunch vs 252/252 Hitmontop 44.41% - 52.3%</li>
<li>Ice Punch vs 252/252 Zapdos 56.25% - 66.67%</li>
<li>ThunderPunch vs 252 HP/252 +1 Def Milotic 38.58% - 45.69%</li>
<li>Stone Edge vs 4/0 Azelf 82.53% - 97.26%</li>
</ul>

[SET]
name: Choice Scarf
move 1: DynamicPunch
move 2: Ice Punch
move 3: ThunderPunch
move 4: Stone Edge
item: Choice Scarf
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Machamp is probably the very definition of slow. This set is a different take on Machamp, and capitalizes on the surprise factor. With a Choice Scarf, Machamp can nab a few unexpected KOs against weakened opponents who are usually faster. Although this set may seem like a useless gimmick, it can be effective if you are able to conceal Machamp's item for him to KO some threats you need removed late game. DynamicPunch, as always, is Machamp's main STAB move that does a ton of damage to anything that does not resist it, and has the bonus of confusing the opponent. Ice Punch and ThunderPunch give Machamp physical pseudo-BoltBeam coverage, which allows him to hit everything in the tier for at least neutral damage. With that, the opponent has to be on the look out for which move Machamp uses, as it can hit a wide range of Pokemon super effectively. A wrong switch-in can prove fatal for the opponent. Stone Edge rounds up out the set as the strongest non-STAB move, allowing Machamp to hit most Flying-types harder than with Ice Punch, and gives Machamp a weapon against frail Psychic-types, such as Alakazam and Azelf.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed EVs are used to bolster Machamp's low Speed. Although Machamp uses a Choice Scarf for this set, he will not be running any marathons soon, so never overestimate Machamp's his Speed. With a Jolly nature, Machamp outpaces all positive base 105s Speed, such as Mismagius; but with Adamant nature, Machamp can only outpace positive base 95s Speed, such as Arcanine. Cobalion and Sigilyph are two notable Pokemon Machamp can outspeed with a Jolly nature but not with an Adamant nature. If you do not feel the need for him to outspeed those faster threats, Adamant nature can be used for the greater firepower. Machamp greatly appreciates having Ghost-types out of the picture. A Pursuit user, such as Weavile, is a great teammate to aid in the removal of those pesky ghouls to allow Machamp to spam DynamicPunch unimpeded when the opportunity arises. Bullet Punch, though viable, is not recommended as Machamp is already running on high Speed, (no comma) and the low damage output from Bullet Punch is off-turning. Payback is not really a good option as this set aims to outspeed threats, and thus, Payback usually does not gain the power boost;, and Stone Edge hits harder against most Psychic-types. With no way to regain lost health, Wish support is an option to give Machamp a new lease of life, allowing him to wreck teams which are unprepared to deal with Machamp more than once. Although this set capitalizes on the surprise factor, it is up to the user to realizse the full potential of Choice Scarf Machamp. You can choose to let the cat out of the bag early in the game, (no comma) or hide this gimmick until the time is right to release this monster.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Dynamicpunch
move 3: Ice Punch
move 4: Stone Edge
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe

[SET COMMENTS]

<p>Machamp's only boosting move is Bulk Up, and he can use it quite effectively. Bulk Up bolsters Machamp's Defense to decent levels, allowing him to tank some fairly powerful physical attacks after a boost or two. After a Bulk Up, Machamp has the power of the Choice Band set, but still retains the ability to switch moves. DynamicPunch, a staple on every Machamp set, will do a ton of damage, especially after a Bulk Up. Ice Punch hits Ground- and Grass-types super effectively. Stone Edge rounds up the set, as it gives Machamp good coverage and lets him hit Flying-types on the switch hard, even when unboosted. A huge plus is that Machamp can survive a Psyshock from Life Orb Azelf after a Bulk Up and can OHKO it with Stone Edge, after Life Orb recoil and Stealth Rock damage.</p>

[ADDITIONAL COMMENTS]

<p>An alternative EV spread of 252 HP / 4 SpD / 252 Spe can be used to maximize Machamp's bulk and Speed, but this lowers his offensive potential before a Bulk Up. Leftovers is Machamp's only form of recovery, (comma) but Lum Berry can be used to cure his status once. ThunderPunch can be used to gets rid of Water-types more easily, (comma) but a neutral DynamicPunch usually deals the same amount of damage. Wish support from teammates, such as Chansey and Togekiss, can be helpful to give Machamp a second chance at setting up. Guts can be used to further bolster Machamp's already high Attack when inflicted with status, but No Guard is usually the superior option.</p>

[Other Options]

<p>Machamp is capable of running an all-out offensive set, but it is outclassed by the standard sets, given his frailty. A set with Guts and a status orb (pretty sure, but not positive, that if not listing a specific item, there's no need to cap, i.e. choice item, Choice Scarf) is interesting, though Machamp has to trade the more useful DynamicPunch for the stronger Close Combat. A RestTalk set can be used, (comma) but Machoke is better at that, and the BW's sleep mechanics makes RestTalk a risky strategy to use. Machamp has access to Light Screen, which can soften special Psychic-type attacks, but he usually does not have a free moveslot to fit it in this, and is cannot pull off effectively. The standard Machamp sets are usually superior to the other options he has, thus the other these options should usually not rarely be considered.</p>

[Checks and Counters]

<p>Machamp's versatility means that countering him will be an uphill task. Faster Pokemon are good options, as they can hit Machamp before he can hit back with a DynamicPunch. Keep in mind that whatever you're using to switch into Machamp, it may risk being injured by confusion from DynamicPunch. The best way to deal with Machamp is to revenge kill him, and there are plenty of Pokemon which can outspeed and KO him. Azelf and Alakazam are your best bets in that regard; they can easily revenge kill Machamp with STAB Psychic. Chandelure and Mismagius can come in on any of Machamp's attacks but Stone Edge, and can either burn him with Will-O-Wisp or use him as set-up fodder. Toxic Spikes will ruin Machamp, (comma) as this they compromises his ability to stay in for many turns. Spiritomb and Slowbro are arguably the best Machamp counters. Spiritomb can switch in on any moves Machamp can offer, deplete DynamicPunch's PP with Pressure, and burn him with Will-O-Wisp. Slowbro not only resists DynamicPunch, but it also has Own Tempo to prevent it from being confused by DynamicPunch, and has great physical bulk to stall out Machamp. Only the rare ThunderPunch can do significant damage to Slowbro.</p>

[Dream World]

<p>Steadfast is a neat ability Machamp receives from the Dream World, but there are far too many moves incompatible with Steadfast, making it unworthy. Besides, No Guard is Machamp's best niche by far.</p>


2/2 *Fist pound*
 

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