DPP Machamp (Update)*

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
Analysis - http://www.smogon.com/dp/pokemon/machamp


You only wish you could curl as much as this dude!

STATUS - Awaiting other Grammar checks

I still have to do the RestTalk set and Team Options IIRC. august did the rest, though I'll have to trim some of the fat when I can later on. For now, just read what's in here.​

[SET]
name: RestTalker
move 1: DynamicPunch
move 2: Payback / Stone Edge / Ice Punch
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: No Guard
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>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.</p>

<p>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 attack or 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.</p>

<p>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. Zapdos can PP Stall Roost; however, Dynamicpunch's confusion rate makes the situation easier for Machamp. 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.</p>

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

<p>The move preference should determine Machamp's teammates. Since Stone Edge covers Gyarados, either Stone Edge or Ice Punch helps against Salamence and Zapdos, and finally Payback prevents Rotom-A from switching in constantly, the teammates should revolve around the last move used. Other Pokémon to remember are physical walls such as Skarmory, Hippowdon, and Cresselia who can wall Machamp despite its move options. Jirachi makes a great partner, as it can easily beat Skarmory and Hippowdon with Thunderbolt and Grass Knot. Jirachi is rather shaky when it comes to switching into Hippowdon's Earthquake, but at least Jirachi can scare it off. Cresselia can be beat with Substitute + Calm Mind, as can Skarmory and Blissey. Scarf Jirachi does well with handling Salamence and Gyarados. Scarf Jirachi's main fear is if Salamence has a Dragon Dance on its belt as it forces a Speed tie. Life Orb Starmie can handle most of Machamp's issues despite Machamp's fourth move of choice. Cresselia and Skarmory + Blissey become an issue, but pairing this duo with Choice Band Scizor helps as Pursuit and U-turn put major dents into Cresselia and Blissey. Heatran gets a mention due to controlling many of Machamp's problems thanks to absorbing burn status with the added benefit of using its Flash Fire ability to boost the power of its Fire Blast. If you lack Payback, emphasis on Life Orb Starmie is recommended despite Starmie lacking the capability to switch into its attacks. Scizor also makes a great partner in this scenario as it can pick of Choice + Trick Rotom-As thanks to Pursuit.</p>

[SET]
name: Anti-Lead
move 1: Substitute
move 2: Encore
move 3: DynamicPunch
move 4: Stone Edge / Payback
item: Lum Berry
ability: No Guard
nature: Adamant
evs: 252 HP / 160 Atk / 96 SpD
ivs: 19 Spe

[SET COMMENTS]
<p>This set allows Machamp to potentially shut down many common leads, such as Azelf, Roserade, and Smeargle. This is largely made possible through the combination of Substitute and Encore.</p>

<p>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.</p>

<p>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. Bullet Punch is an option to pick off weaker leads such as Roserade thanks to priority.</p>

<p>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, making it weak enough so that Machamp's Substitute will not break in a single hit.</p>

<p>Most leads don't require an actual "team" surrounding them as a lead's goal is to decieve and take control of the field as soon as the battle starts. Encore can be a great tool for helping Pokémon switch-in. For instance, Forretress can take advantage of Swampert locked onto Stealth Rock or Roserade locked onto Leaf Storm or Grass Knot and freely set-up entry hazards to impend the opponent's team. There isn't much more that really meshes well with the set as a standard team can work well with most leads. It's a good idea to carry a bulky Pokémon with Stealth Rock since the move is crucial to keeping threats such as Salamence at bay.</p>

[SET]
Name: Substitute, 3 Attacks
move 1: Substitute
move 2: DynamicPunch
move 3: Payback
move 4: Stone Edge
Ability: No Guard
Nature: Adamant
Item: Leftovers
EVs: 248 HP / 252 Atk / 8 Spe

[SET COMMENTS]
<p>Substitute is an excellent choice for Machamp, as it prevents it from getting hit with status or Intimidate. Many common Machamp checks are Ghost-type and switch in on Machamp's DynamicPunch without problem and, in Rotom-A's case, burn it with a 100% accurate Will-O-Wisp. Substitute eases prediction, and Machamp can still hit a variety of Pokémon with its arsenal of attacks, such as Rotom-A, Salamence, Gyarados, and Tyranitar to name a few, the latter of which will often switch in fear of DynamicPunch, allowing Machamp to get a free Sub.</p>

<p>DynamicPunch is Machamp's main attack on this set, as No Guard grants Dynamicpunch perfect accuracy. Dynamicpunch's confusion rate grants Machamp a 50% opportunity to use Substitute safely. Payback hits the Ghosts that are often the bane of Machamp's existence, 2HKOing even the bulkiest Rotom-A form. Payback also OHKOs the standard Starmie Rapid Spinning set and aids Machamp in defeating Celebi, as it will only be able to use Recover 50% of the time due to the confusion provided by DynamicPunch. Stone Edge rounds out the coverage and provides an attack to hit Gyarados and Salamence, which otherwise switch into the set with very little risk and cut Machamp's Attack with their Intimidate ability. Stone Edge also does quite a bit of damage to Zapdos, but since Pressure wastes its precious PP, it is sometimes wiser to switch against Zapdos.</p>

<p>The EVs are rather straightforward: 8 Speed allows Machamp to outspeed Blissey with 4 Speed EVs, and max Attack allows Machamp to deal as much damage as possible with its three attacks. 248 HP means that Machamp takes the least damage possible while switching into Stealth Rock and Spikes. It also allows Machamp to take the least amount of damage possible from Sandstorm, Hail, burn damage, and poison damage, which may allow Machamp to stay around longer. 128 Speed is an option to outspeed Skarmory, although since Skarmory is faster, it will take super effective damage from DynamicPunch as it Roosts, which may allow you to beat it.</p>

<p>Heatran is an excellent partner with Machamp as it can absorb the burns that hamper Machamp and turn them into an offensive onslaught. Heatran also has an immunity to Toxic, which is the other status that hampers Machamp. Machamp is a solid switch into Heatran's counters, and vice versa, as Heatran can easily switch into Rotom-A's Will-O-Wisp and can do a lot of damage to Gyarados switch-ins with Life Orb / Choice Specs Fire assaults, generally enough to weaken Gyarados to the point that Machamp can take it out. Heatran also resists both of Machamp's weaknesses. Choice Band Tyranitar can easily Pursuit Rotom and friends and is a general behemoth when it comes to weaking Skarmory, as its Stone Edge will 2HKO Skarmory if it isn't fast enough to Roost it off. Forretress is an excellent Pokémon to combine with Machamp as it can lay down Spikes, punishing the switches DynamicPunch causes. Toxic Spikes help Machamp outstall opposing Pokémon that try to Recover stall, such as Celebi. Forretress also Rapid Spins away the Toxic Spikes that can often stop this Machamp set in its tracks, all while still being able to hit Ghost-types with Payback.</p>

[SET]
Name: Choice Scarf
move 1: DynamicPunch
move 2: Payback
move 3: Ice Punch
move 4: ThunderPunch
Ability: No Guard
Nature: Jolly
Item: Choice Scarf
EVs: 12 HP / 252 Atk / 244 Spe

[SET COMMENTS]
<p>Machamp's biggest hindrance is its lack of Speed. With a Choice Scarf equipped, the given EVs allow Machamp to outspeed neutral natured base 120 Pokémon, like Dugtrio. This will allow Machamp to outspeed +1 bulkier builds of Gyarados as well as Pokémon like +Spe nature Salamence and hit them for a surprise OHKO. No Guard Dynamic Punch coming off of 359 Attack is certainly nothing to laugh at either, especially with a boosted Speed stat of 340. If you feel you are investing too much Speed for a Pokémon who is not all that common, you can chose to use 216 EVs which allows you to outspeed positive natured base 100s.</p>

<p>Machamp achieves perfect type coverage with the given attacks, having no Pokémon resist every one of it's attacks. While Payback may seem like an odd choice because its power is only doubled when Machamp attacks last, this is not the case. Even with Machamp having a Choice Scarf, Gengar still outspeeds Machamp, meaning the power of Payback will still be doubled. Defensive Rotom-A can be hit by Payback on the switch in while Scarf Rotom-A still outspeeds, so the power is still doubled. Ice Punch gives a surprise OHKO on Mixed Salamence who is expecting to pummel you with a Draco Meteor, while Thunderpunch takes a large chunk out of defensive Gyarados and even OHKOs offense Gyarados provided Stealth Rock is down. Guts is still an option with a Choice Scarf, as the proposition of a 340 Speed Machamp with 538 is absurdly frightening. If you chose to go with Guts, Close Combat once against becomes your main STAB attack, taking place of DynamicPunch. However, unlike the Choice Band set, Machamp must avoid Thunder Wave from the likes of Blissey. Getting Machamp paralyzed takes away the element of surprise that you get with Choice Scarf.</p>

<p>Max Attack allows Machamp to make good use out of all 4 attacks in its arsenal. If you would rather use an Adamant nature for the boost in power, an EV spread of 252 Atk / 236 Spe / 20 HP allows Machamp to outspeed both positive natured base 90s and neutral natured base 100s. Another alternative EV spread is 40 HP / 216 Atk / 8 Def / 244 Spe with a Jolly nature, which allows you to always survive Lucario's +2 Extreme Speed after Stealth Rock damage.</p>

<p>Much like the Choice Band set, this Machamp will likely be played with a hit and run nature, meaning that entry hazards will take its toll on Machamp. Forretress, and Starmie are once again excellent teammates to be paired with Machamp to spin away the entry hazards. Life Orb Rapid Spin Starmie can remove more Defensive Rotom-A that trouble this set while still being able to Rapid Spin and provides a solid switch into the likes of Gliscor and Skarmory. Forretress' Spikes once again play an important role in the choice of Starmie or Forretress, as Machamp forces a lot of switchs by nature. Heatran is once again an excellent Pokémon to pair with Machamp, being able to absorb Will-O-Wisps that hamper Machamp's usefulness and turn them into a flaming display of offense. Life Orb Heatran can also lure out Gyarados that can be smashed via Explosion or Hidden Power Electric. As a bonus, Heatran resists Machamp's only 2 weaknesses.</p>

<p>Tyranitar is great for Pursuiting the Ghost-types that switch into Machamp as well as Cresselia and Slowbro, who both wall this set. Tyranitar and Machamp can easily muscle through their counters, since they both share the same counters in Hippowdon, Gliscor, Swampert, and others. The only downside of Tyranitar is its ability, Sandstream. Sandstorm can potentially tip your opponent off that you are using a choice item Machamp once they see the lack of Leftoverys recovery. For this reason, Scizor is also an option. Scizor's U-turn gives Machamp a lot of free switch ins, and Scizor can still Pursuit choice locked ghosts, making Machamp's life much easier. Similar to Tyranitar and Machamp, Scizor and Machamp are generally walled by the same things, like Gliscor, which allows them to pull off a sweep if one of them can break through the opposition's counter.</p>

[SET]
Name: Choice Band
move 1: Close Combat
move 2: Payback
move 3: Ice Punch
move 4: ThunderPunch / Bullet Punch
Ability: Guts
Nature: Adamant
Item: Choice Band
EVs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>When paired with Choice Band, Machamp surpasses the power of Choice Band Heracross, and has unparalleled type coverage to go along with it. Machamp boasts an excellent STAB attack in Close Combat, perfect for a hit and run assault, and also sports Payback to hit Ghost-types, the only Pokémon that can safely switch into Close Combat without a 4x resistance. Guts allows Machamp to recklessly switch into status attacks such as Will-O-Wisp and turn itself into an offensive powerhouse to be reckoned with.</p>

<p>To go along with the excellent type coverage that Payback and Close Combat provide, this Machamp set runs both Ice Punch and Thunderpunch. These elemental punchs are primarily there to hit Pokémon like Salamence and Gyarados, who will switch in thinking they are safe from Machamp's devastating hits, only to be OHKO'd by a Choice Banded elemental punch. Unfortunately Machamp requires it to pump a lot of EVs into Speed to outspeed Skarmory. 128 Speed EVs outruns minimum Skarmory; however, max Speed is needed to outspeed most, if not all, Skarmory. This is important because a Choice Banded Close Combat is an easy 2HKO on Skarmory. Choice Banded Payback is nothing to scoff at either, 2HKOing Celebi with ease as well as well as OHKOing Max HP / Max Defense Rotom-A 46.15% of the time with Stealth Rock out. Payback also provides a 2HKO against Max HP / Max Defense Cresselia with Stealth Rock out, who is thought to be the best and most consistent Machamp counter. Machamp's four attack arsenal coming off of 591 Attack with Choice Band equipped means that Pokémon will have a hard time setting up on it, most notably Salamence and Gyarados, who think that they can Dragon Dance and proceed to OHKO Machamp.</p>

<p>No Guard is certainly an option on this Machamp set, although Guts allows you to switch into status and turn it into a devastating onslaught. No Guard allows Machamp to abuse DynamicPunch as its main offensive STAB as opposed to Close Combat, which allows Machamp to stay in longer because it will not drop both of Machamp's defenses. DynamicPunch's added bonus of confusion is excellent against Pokémon that are slower and bulkier as they will only be able to retaliate a mere 50% of the time. With No Guard, Machamp can also use Stone Edge as opposed to Ice Punch and Thunderpunch, as the main Pokémon that the elemental punchs are hitting barring Gliscor are hit hard by Stone Edge. This allows Machamp to run Bullet Punch as a priority move to pick off weakened Pokémon such as a low health Aerodactyl or Tyranitar.</p>

<p>Like most choiced Pokémon, entry hazards such as Spikes, Stealth Rock, and Toxic Spikes are the absolute bane of Machamp. The entry hazards will limit the amount of times Machamp can come in and fire off assaults, which is especially important because Machamp will often have to hit and run because its main STAB attack lowers both of it's defenses 1 stage. Rapid Spinners like Forretress or Starmie are both excellent candidates with Choice Band Machamp, especially with Machamp being able to surprise common anti-spinners like Rotom-A with a 591 Attack Payback. Forretress and Starmie also both resist Psychic, Machamp's most common weakness. Forretress can also set up its own Spikes, which Machamp can abuse because it forces many switches, and the Spikes will gradually wear down the opponent. Both Starmie and Forretress can set up both Reflect and Light Screen as well, which will make Machamp even harder to take down, as if its solid defenses and only 2 weaknesses weren't enough.</p>

<p>A strong special attacker is also an excellent choice as a teammate to Machamp. Choice Specs Salamence can lure out physical walls and hit them with a powerful Draco Meteor. Between Machamp and Salamence, they can "also" removemuscle through Steel-types and other counters, because they both have ridiculous power. Salamence also benefits from a Rapid Spinner just like Machamp does, so Salamence will not disrupt any synergy between Machamp and a Rapid Spinner. Machamp is an excellent switch into common special attack-oriented Salamence counters, such as Blissey, Snorlax, or Tyranitar, all of which are easily OHKO'd by Machamp's powerful Close Combat, including +1 Snorlax. Salamence can also bait status moves like Toxic or Thunderwave to get Machamp a Guts boost. Heatran is still an excellent partner with Machamp, but it becomes less important when using Guts Machamp, because fewer people will Will-O-Wisp Machamp, meaning Heatran will receive less Flash Fire boosts than when paired with Substitute Machamp or Lead Machamp. Special sweepers will also find it easier to sweep once the special walls have been removed by Machamp. Lucario and Machamp share similar counters and can both benefit from one or more of them gone, as it allows the other to sweep easier. Lucario is also a Thunder Wave magnet just like Salamence, which allows Machamp to receive its Guts boost much easier.</p>

<p>Like many Choice Banders, Machamp occasionally gives too many free turns to the opposition. Due to this it is recommend that Machamp is played on a team that can afford to give free turns, like bulky offense or semi-stall. Porygon2 can handle Gyarados, Salamence, and Heatran, three main Pokémon that Machamp can give free turns to, but struggles against Lucario. Scizor, and Gengar, whom are three other Pokémon that Machamp gives free turns to when running a Choice Band set.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: DynamicPunch
move 3: Stone Edge / Ice Punch
move 4: Payback / ThunderPunch
item: Leftovers
ability: No Guard
nature: Adamant
evs: 252 HP / 128 Atk / 128 Spe

[SET COMMENTS]
<p>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. But Machamp may be too slow to use Encore effectively outside the lead position.</p>

<p>There are two options to consider to effectively use this moveset; Baton Pass or paralysis support. With Baton Pass, Zapdos is the recommended Pokémon. It is an easy lure for Tyranitar and makes Machamp's attempts of Bulk Up easy thanks to Machamp resisting both of Tyranitar's common STABs. Ninjask can also lure Tyranitar, but it can also lure troublesome Pokémon such as Scizor and many Pokémon that carry Taunt or a phazing move. Gliscor can use Taunt to prevent phazing and Baton Passing Swords Dances or Agilities, though it can lure many Pokémon that can halt Machamp's sweep. Maxing the Speed EVs is recommended as, after an Agility, Machamp reaches 418 Speed. This gives enough Speed to outspeed Timid Choice Scarf Heatran, though Scarf Rotom-A will still delay your sweep. Packing Scizor or Tyranitar with Pursuit is a good way to stop Scarf Rotom-A, though Tyranitar brings the issue of Sandstorm onto the team.</p>

<p>Paralysis support makes it trickier to handle some threats, but in return can give some devastating combos. Jirachi is a fine example of a Pokémon that can spread paralysis for Machamp and, at the same time, hamper its usual counters. Having the capabilities of packing Wish also helps keeping Machamp healthy in case Machamp needs to switch out. Togekiss also pairs well with Machamp as it has the added benefit of drawing in Rock-type attacks which Machamp resists. Cresselia makes a good Pokémon to pair with him since it can spread paralysis as well as set up Reflect and / or Light Screen to help Machamp out. Rotom-A also fits the bill as Discharge easily combines its STAB Electric-type attack and having a good chance of paralyzing something, on top of capabilities of dual screens. Cresselia and Rotom-A are excellent lures for Tyranitar and Pokémon that pack Pursuit as well, which makes Machamp setting up easier. Jirachi, Creselia, and Rotom-A can also benefit Machamp by utilitizng Dual Screens.</p>

[Team Options]
<p>Machamp makes a lot of best friends with STAB Dynamicpunch and its 100% confusion rate. On top of Machamp's good physical movepool it can be paired with many Pokémon to utilize maximum potential. Its Speed is the main hindrance, so paralysis support or Baton Passing Speed is acceptable for the situation.</p>

<p>Offensive Machamp sets with No Guard hate poison and burn status. As for the burn afflictions, Heatran makes an awesome partner because of this. Thanks to Flash Fire, Heatran takes advantage of Will-O-Wisp and Lava Plume while boosting Heatran's Fire-type attacks. Heatran makes a good switch-in to most Rotom-As, which means Machamp isn't so reliant on Payback. One shouldn't forget that Heatran fries Skarmory like the Colonel fries his chicken thanks to STAB Fire-type attacks. As for poison affliction, there is a slight problem. Most of the time the poison affliction is due to Toxic Spikes. Spinners such as Starmie and Forretress are recommended for this. Starmie's benefit is that it isn't blocked by physical walls so easily, thus helping Machamp harm the opponent's team. With Natural Cure and Recover, it is an excellent choice as Toxic Spikes barely phases it while it can recover the indirect damage taken from switching in. Forretress has Payback for Rotom-A switch-ins and can learn any entry hazard move that Machamp's team desires. Tentacruel and Roserade get a minor benefit due to absorbing Toxic Spikes. Tentacruel can spin any other entry hazard and give Celebi trouble, while Roserade has Sleep Powder to shut down any Pokémon that lacks Sleep Talk. Both have the advantage of laying Toxic Spikes as well.</p>

<p>Offensively two Pokémon come to mind. Tyranitar is an excellent partner as it has a vast movepool to take advantage of Machamp and Tyranitar's issues. Choice Band Tyranitar can harm Hippowdon with Aqua Tail while Pursuit against Rotom-A that lack Will-O-Wisp or are Choiced. BaitTar has the benefit of defeating many of Machamp's enemies as well, so exercise that tactic if necessary. Salamence can easily tear through many of Machamp's problems. MixMence gets props for being able to tear just about any Machamp counter to bits with Draco Meteor, Fire Blast, and Brick Break. Machamp makes taking down Blissey a bit easier and stands a better chance against bulky Water-types. Jirachi's vast movepool allows it to fulfill anything Machamp's team needs. Jirachi can act merely as a Wish passer to help Machamp's durability. It can utilize STAB Iron Head, STAB Psychic, Thunderbolt, Grass Knot, or elemental punches to handle threats that otherwise dominate Machamp's team. Finally, Jirachi can use U-turn simply to help Machamp switch-in. Cresselia commonly carries Thunder Wave to slow down sweepers while walling them with her base 120 HP / 120 Def / 130 SpD. Porygon2 can handle Gyarados when Stone Edge is absent from Machamp. Unfortunately, Porygon2 isn't a solid check to Mixed Salamence, as Draco Meteor does major damage to Porygon2. Rotom-A blocks Rapid Spin and can use Discharge instead of Thunder Wave. Rotom-A checks many of Machamp's problems such as Hippowdon and Skarmory provided the latter lacks Taunt. Since Tyranitar is a common problem against the listed paralyzers barring Iron Head Jirachi, Machamp is an excellent partner with them. Jirachi, Cresselia, and Rotom-A can also utilitze Dual Screens, which helps Machamp survive longer. It is best used with the Bulk Up set; however, Machamp's decent bulk and lack of common weaknesses make it a good option with Rest + Sleep Talk Machamp.</p>

<p>Machamp can be used on many teams thanks to it handling many problematic Pokémon such as Tyranitar. It fits well on bulky offensive teams but has opportunities to shine on teams that revolve around Dual Screens or even Baton Pass chains. Despite it not resisting attacks such as Bullet Punch and Extremespeed, STAB DynamicPunch and its great offensive movepool makes Machamp an excellent choice for a Baton Pass recipient.</p>

[Other Options]
<p>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.</p>

[EVs]
<p>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.</p>

<p>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.</p>

<p>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.</p>

[Opinion]
<p>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 Pokémon 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.</p>

[Counters]
<p>Machamp is a very difficult Pokémon 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 Pokémon 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.</p>

<p>Any defensive Pokémon 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.</p>

<p>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.</p>
 
[SET]
name: RestTalker
move 1: DynamicPunch
move 2: Payback / Stone Edge / Ice Punch
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: No Guard
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>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 while complementing (sounds better) the low PP of its powerful STAB Fighting moves.</p>

<p>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.</p>

<p>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, Mention that Zapdos can PP Stall you. 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.</p>

<p>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.</p>

<p>The move preference should determine Machamp's teammates. Since Stone Edge covers Gyarados and either Stone Edge or Ice Punch helps against Salamence and Zapdos, and finally Payback prevents Rotom-A from switching in constantly, the teammates should revolve around the last move used. Other Pokemon to remember are physical walls such as Skarmory, Hippowdon, and Cresselia who can wall Machamp despite its move options. Jirachi makes a great partner as it can easily beat Skarmory and Hippowdon with Thunderbolt and Grass Knot. Jirachi is rather shaky when it comes to switching into Hippowdon's Earthquake, but at least Jirachi can scare it off. Cresselia can be beat with Substitute + Calm Mind, as can Skarmory and Blissey (grammar correction). Scarf Jirachi does well with handling Salamence and Gyarados. Scarf Jirachi's main fear is if Salamence has a Dragon Dance on its belt as it forces a Speed tie (concise). Life Orb Starmie can handle most of Machamp's issues despite Machamp's fourth move of choice. Cresselia and Skarmory + Blissey become an issue, but pairing this duo with Choice Band Scizor helps as Pursuit and U-turn put major dents into Cresselia and Blissey. Heatran gets a mention due to controlling many of Machamp's problems thanks to absorbing burn status with the added benefit of using its Flash Fire ability to boost the power of its Fire Blast. If you lack Payback, emphasis on Life Orb Starmie is recommended despite Starmie lacking the capability to switch into its attacks. Scizor also makes a great partner in this scenario as it can pick of Choice + Trick Rotom-As thanks to Pursuit.</p>

[SET]
name: Anti-Lead
move 1: Substitute
move 2: Encore
move 3: DynamicPunch
move 4: Stone Edge / Payback
item: Lum Berry
ability: No Guard
nature: Adamant
evs: 252 HP / 160 Atk / 96 SpD
ivs: 19 Spe

[SET COMMENTS]
<p>This set allows Machamp to potentially shut down many common leads, such as Azelf, Roserade, Gengar, and Bronzong. Bronzong and Gengar aren't common anymore. Maybe say that Lum Berry lets you beat Smeargle? This is largely made possible through the combination of Substitute and Encore.</p>

<p>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.</p>

<p>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. I've heard stuff about Bullet Punch being useful for Azelf.</p>

<p>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.</p>

<p>Most leads don't require an actual "team" surrounding them as a lead's goal is to decieve and take control of the field as soon as the battle starts. Encore can be a great tool for helping Pokemon switch-in. For instance, Forretress can take advantage of Swampert locked onto Stealth Rock or Roserade locked onto Leaf Storm or Grass Knot and freely set-up entry hazards to impend the opponent's team. There isn't much more that really meshes well with the set as a standard team can work well with most leads. It's a good idea to carry a bulky Pokemon with Stealth Rock since the move is crucial to keeping threats such as Salamence at bay.</p>
Will edit the rest later.
 

VKCA

(Virtual Circus Kareoky Act)
random thing:
<p>When paired with Choice Band, Machamp becomes more powerful likes of Jolly Choice Band Salamence or Choice Band Heracross, and has unparalleled type coverage to go along with it. Machamp boasts an excellent STAB attack in Close Combat, perfect for a hit and run assault, and also sports Payback to hit Ghost-types, the only pokemon that can safely switch into Close Combat without a 4x resistance. Guts allows Machamp to recklessly switch into status attacks such as Will O Wisp and turn itself into an offensive powerhouse to be reckoned with. </p>
What exactly are you trying to say there? It's as powerful as choice band heracross or salamence?
 
I'm a bit too tired to do grammar and spelling checks right now but I'd like to see SubChamp moved way up, since I'm under the impression that sets are listed in order of usefulness and viability. SubChamp has for me (I'm sure many others can attest as well) been by far Machamps most useful and devastating set; it spanks stall, lures and cripples bulky mon like swampert and sometime rotom-a (good partner for agiligross :happybrain:) and has excellent coverage. Most teams are simply under prepared for SubChamp, and its the usage of all three of its attacks in conjunction with the ability to change moves without switching that makes SubChamp so devastating; other sets simply a) don't have the same offensive presence ie RestTalk (minus bulk - up, which is extremely succeptible to W-o-W) or b) can be worked around due to choice item.
 
Note: Sleep Talk is viable over Ice Punch on the Choice Band set. It functions similar to Choice Band Heracross, where it comes in on a Sleep Powder or Spore, then uses Sleep Talk to abuse Guts.

It at least deserves a slash.
 
For the Choice Band and Bulk Up sets, 128 speed is listed. Thr main selling point is you are supposed to be able to outspeed minimum speed Skarmory. Now, minimum speed Skarmory is a very rare occurance nowadays with almost everybody either running the 56ev speed+ taunt set or the set from Obi's stall team with 16+ Evs

Now I'm not saying to remove the 128evs completely, az it does outspeed certian threats and can be useful. But mayb adjust it to a number more in sync with the current metagame, or make a mention that nowadays you will rarely find a min speed Skarmor.
 

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
I'll glance at the Spe EVs. Agreed that they should probably be tossed.

Feel free to grammar check / add input to this. Tis done atm.
 

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
Added BUllet Punch in SET COMMENTS. As for the Speed EVs issue, I put its normal EVs as 252 HP / 252 Atk / 4 Spe and detailed a little bit abou running max Spe.
 
Not sure how relevant it is, but on the Sub 3 attack set I've always found it useful to run screens just because of how easy it becomes for Machamp to set up/ maintain his sub considering he is already fairly bulky. Perhaps you could briefly mention in there.
 
[SET]
Name: Choice Scarf
move 1: DynamicPunch
move 2: Payback
move 3: Ice Punch
move 4: ThunderPunch
Ability: No Guard
Nature: Jolly
Item: Choice Scarf
EVs: 12 HP / 252 Atk / 244 Spe

[SET COMMENTS]
<p>Machamp's biggest hindrance(sp) is it's lack of Speed. With a Choice Scarf equipped, the given EVs allow Machamp to outspeed neutral natured base 120 pokemon, like Dugtrio. This will allow Machamp to outspeed +1 bulkier builds of Gyarados as well as pokemon like +Spe nature Salamence and hit them for a surprise OHKO. No Guard Dynamic Punch coming off of 359 Attack is certainly nothing to laugh at either, especially with a boosted Speed stat of 340. If you feel you are investing too much Speed for a pokemon who is not all that common, you can chose to use 216 EVs which allows you to outspeed positive natured base 100s.</p>

<p>Machamp achieve's perfect type coverage with the given attacks, having no pokemon resist every one of it's attacks. While Payback may seem like an odd choice because it's power is only doubled when Machamp attacks last, this is not the case. Even with Machamp having a Choice Scarf, Gengar still outspeeds Machamp, meaning the power of Payback will still be doubled. Defensive Rotom-A can be hit by Payback on the switch in while Scarf Rotom-A still outspeeds so the power is still doubled. Ice Punch gives a surprise OHKO on Mixed Salamence who is expecting to pummel you with a Draco Meteor, while Thunderpunch takes a large chunk out of defensive Gyarados and even OHKOs offense Gyarados provided Stealth Rock is down. Guts is still an option with a Choice Scarf, as the proposition of a 340 Speed Machamp with 538 is absurdly frightening. If you chose to go with Guts, Close Combat once against becomes your main STAB attack, taking place of Dynamic Punch. However, unlike the Choice Band set, Machamp must now avoid Thunderwave from the likes of Blissey. Getting Machamp paralyzed takes away the element of surprise that you get with Choice Scarf.</p>

<p>Max Attack allows Machamp to make good use out of all 4 attacks in it's arsenal. If you would rather use an Adamant nature for the boost in power, an EV spread of 252 Atk / 236 Spe / 20 HP allows Machamp to outspeed both positive natured base 90s and neutral natured base 100s. Another alternative EV spread is 40 HP / 216 Atk / 8 Def / 244 Spe with a Jolly nature, which allows you to always survive Lucario's +2 Extreme Speed after Stealth Rock damage.</p>

<p>Much like the Choice Band set, this Machamp will likely be played with a hit and run nature, meaning that entry hazards will take it's toll on Machamp. Forretress and Starmie are once against excellent changes to be paired with Machamp to spin away the entry hazards. Life Orb Rapid Spin Starmie can remove more Defensive Rotom-A that trouble this set while still being able to Rapid Spin and provides a solid switch into the likes of Gliscor and Skarmory. Forretress' Spikes once again play an important role in the choice of Starmie or Forretress, as Machamp forces a lot of switchs by nature. Heatran is once against an excellent pokemon to pair with Machamp, being able to absorb Will-O-Wisps that hamper Machamp's usefulness and turn them into a flaming display of offense. Life Orb Heatran can also lure out Gyarados that can be smashed via Explosion or Hidden Power Electric. As a bonus, Heatran resists Machamp's only 2 weaknesses.</p>

<p>Tyranitar is great for Pursuiting the Ghost-types that switch into Machamp as well as Cresselia and Slowbro, who both wall this set. Tyranitar and Machamp can easily muscle through their counters since they both share the same counters in Hippowdon, Gliscor, Swampert, and others. The only downside of Tyranitar is it's ability, Sandstream. Sandstorm can potentially tip your opponent off that you are using a choice item Machamp once they see the lack of Leftoverys recovery. For this reason, Scizor is also an option. Scizor's U-turn gives Machamp a lot of free switch ins, and Scizor can still Pursuit choice locked ghosts, making Machamp's life much easier. Similar to Tyranitar and Machamp, Scizor and Machamp are generally walled by the same things, like Gliscor, which allows them to pull off a sweep if one of them can break through the opposition's counter.</p>

[SET]
Name: Choice Band
move 1: Close Combat
move 2: Payback
move 3: Ice Punch
move 4: ThunderPunch
Ability: Guts
Nature: Adamant
Item: Choice Band
EVs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>When paired with Choice Band, Machamp matches the power of Choice Band Heracross, and has unparalleled type coverage to go along with it. Machamp boasts an excellent STAB attack in Close Combat, perfect for a hit and run assault, and also sports Payback to hit Ghost-types, the only pokemon that can safely switch into Close Combat without a 4x resistance. Guts allows Machamp to recklessly switch into status attacks such as Will-O-Wisp and turn itself into an offensive powerhouse to be reckoned with. </p>

<p>To go along with the excellent type coverage that Payback and Close Combat provide, this Machamp set runs both Ice Punch and Thunderpunch. These elemental punchs are primarily there to hit pokemon like Salamence and Gyarados, who will switch in thinking they are safe from Machamp's devastating hits, only to be OHKO'd by a Choice Banded elemental punch. Unfortunately Machamp requires it to pump a lot of EVs into Speed to outspeed Skarmory. 128 Speed EVs outruns minimum Skarmory; however, max Speed is needed to outspeed most, if not all, Skarmory. This is important because a Choice Banded Close Combat is an easy 2HKO on Skarmory. Choice Banded Payback is nothing to scoff at either, 2HKOing Celebi with ease as well as well as OHKOing Max HP / Max Defense Rotom-A 46.15% of the time with Stealth Rock out. Payback also provides a 2HKO against Max HP / Max Defense Cresselia with Stealth Rock out, who is thought to be the best and most consistent Machamp counter. Machamp's 4 attack arsenal coming off of 591 Attack with Choice Band equipped means that pokemon will have a hard time setting up on it, most notably Salamence and Gyarados, who think that they can Dragon Dance and proceed to OHKO Machamp.</p>

<p>No Guard is certainly an option on this Machamp set, although Guts allows you to switch into status and turn it into a devastating onslaught. No Guard allows Machamp to abuse Dynamic Punch as it's main offensive STAB as opposed to Close Combat, which allows Machamp to stay in longer because it will not drop both of Machamp's defenses. Dynamic Punch's added bonus of confusion is excellent against pokemon that are slower and bulkier as they will only be able to retaliate a mere 50% of the time. With No Guard Machamp can also use Stone Edge as opposed to Ice Punch and Thunderpunch as the main pokemon that the elemental punchs are hitting barring Gliscor are hit hard by Stone Edge. This allows Machamp to run Bullet Punch as a priority move to pick off weakened pokemon such as a low health Aerodactyl or Tyranitar.</p> If the option is viable, shouldn't it have slashes on the main set? I'm not sure about how slashing abilities works, though, so wtev.

<p>Like most choiced pokemon, entry hazards such as Spikes, Stealth Rock, and Toxic Spikes are the absolute bane of Machamp. The entry hazards will limit the amount of times Machamp can come in and fire off assaults, which is especially important because Machamp will often have to hit and run because it's main STAB attack lowers both of it's defenses 1 stage. Rapid Spinners like Forretress or Starmie are both excellent candidates to pair to pair with Choice Band Machamp, especially with Machamp being able to surprise common anti spinners like Rotom-A with a 591 Attack Payback. Forretress and Starmie both resist Psychic, Machamp's most common weakness. Forretress can also set up it's own Spikes, which Machamp can abuse because it forces many switches and the Spikes will gradually wear down the opponent. Both Starmie and Forretress can set up both Reflect and Light Screen as well, which will make Machamp even harder to take down, as if it's solid defenses and only 2 weaknesses weren't enough.</p>

<p>A strong special attacker is also an excellent choice as a team mate to Machamp. Choice Specs Salamence can lure out physical walls and hit them with a powerful Draco Meteor. Between Machamp and Salamence they can also muscle through steel types and other counters because they both have ridiculous power. Salamence also benefits from a Rapid Spinner just like Machamp does, so Salamence will not disrupt any synergy between Machamp and a Rapid Spinner. Machamp is an excellent switch into common special attack-oriented Salamence counters, such as Blissey, Snorlax or Tyranitar, all of which are easily OHKO'd by Machamp's powerful Close Combat, including +1 Snorlax. Salamence can also bait status moves like Toxic or Thunderwave to get Machamp a Guts boost. Heatran is still an excellent partner with Machamp, but it becomes less important when using Guts Machamp because fewer people will Will-O-Wisp Machamp, meaning Heatran will receive less Flash Fire boosts than when paired with Substitute Machamp or Lead Machamp. Special sweepers will also find it easier to sweep once the special walls have been removed by Machamp. Lucario and Machamp share similar counters and can both benefit from 1 or more of them gone, as it allows the other to sweep easier. Lucario is also a Thunderwave magnet just like Salamence, which allows Machamp to receive it's Guts boost much easier.</p>

<p>Like many Choice Banders, Machamp occasionally gives too many free turns to the opposition. Due to this it is recommend that Machamp is played on a team that can afford to give free turns, like bulky offense or semi stall. Porygon2 can handle Gyarados, Salamence, and Heatran, 3 main pokemon that Machamp can give free turns to, but struggles against Lucario. Scizor, and Gengar, whom are 3 other pokemon that Machamp gives free turns to when running a Choice Band set.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: DynamicPunch
move 3: Stone Edge / Ice Punch
move 4: Payback / ThunderPunch
item: Leftovers
ability: No Guard
nature: Adamant
evs: 252 HP / 128 Atk / 128 Spe

[SET COMMENTS]
<p>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. I would say that Machamp is too slow to use Encore effectively outside the lead position.</p>

<p>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.</p>

<p>There are two options to consider to effectively use this moveset; Baton Pass or paralysis support. With Baton Pass, Zapdos is the recommended Pokemon. It is an easy lure for Tyranitar and makes Machamp's attempts of Bulk Up easy thanks to Machamp resisting both of Tyranitar's common STABs. Ninjask can also lure Tyranitar, but it can also lure troublesome Pokemon such as Scizor and many Pokemon that carry Taunt or a phazing move. Gliscor gets the minor benefit of being a Taunt user as well as capabilities of Baton Passing Swords Dances, though it can lure many Pokemon that can halt Machamp's sweep. Maxing the Speed EVs is recommended as, after an Agility, Machamp reaches 418 Speed. This gives enough Speed to outspeed Timid Choice Scarf Heatran, though Scarf Rotom-A will still delay your sweep. Packing Scizor or Tyranitar w/Pursuit is a good way to stop Scarf Rotom-A, though Tyranitar brings the issue of Sandstorm onto the team.</p>

<p>Paralysis support makes it trickier to handle some threats, but in return can give some devastating combos. Jirachi is a fine example of a Pokemon that can spread paralysis for Machamp and, at the same time, hamper its usual counters. Having the capabilities of packing Wish also helps keeping Machamp healthy in case Machamp needs to switch out. Togekiss also pairs well with Machamp as it has the added benefit of drawing in Rock-type attacks which Machamp resists. Cresselia makes a good Pokemon to pair with him since it can spread paralysis as well as set up Reflect and / or Light Screen to help Machamp out. Rotom-A also fits the bill as Discharge easily combines its STAB Electric-type attack and having a good chance of paralyzing something, on top of capabilities of dual screens. Cresselia and Rotom-A are excellent lures for Tyranitar and Pokemon that pack Pursuit as well, which makes Machamp setting up easier.</p>


Maybe give a bigger mention to screens, as Machamp has few useful resistances, and his defenses aren't stellar.

[Team Options]
<p>Machamp makes a lot of best friends with STAB Dynamicpunch and its 100% confusion rate. On top of Machamp's good physical movepool it can be paired with many Pokemon to utilize maximum potential. Like every other Pokemon Machamp has issues, but they are easy to fix with the right Pokemon.</p>

<p>One of Machamp's issues is being afflicted with status. Toxic status is a major pain to deal with while burn status is even worse. Granted, Guts takes advantage of that; however, Machamp loses one of its best STAB attacks. This only applies to the more offensive sets as Rest + Sleep Talk Machamp can deal with status anyway. As for the burn afflictions, Heatran makes an awesome partner because of this. Thanks to Flash Fire, Heatran takes advantage of Will-O-Wisp and Lava Plume while boosting Heatran's Fire-type attacks. Heatran makes a good switch-in to most Rotom-As which means Machamp isn't so reliant on Payback. One shouldn't forget that Heatran fries Skarmory like the Colonel fries his chicken thanks to STAB Fire-type attacks. As for poison affliction, there is a slight problem. Most of the time the poison affliction is due to Toxic Spikes. Spinners such as Starmie and Forretress are recommended for this. Starmie's benefit is that it isn't blocked by physical walls so easily, thus helping Machamp harm the opponent's team. With Natural Cure and Recover, it is an excellent choice as Toxic Spikes barely phases it while it can recover the indirect damage taken from switching in. Forretress has Payback for Rotom-A switch-ins and can learn any entry hazard move that Machamp's team desires. Tentacruel and Roserade get a minor benefit due to absorbing Toxic Spikes. Tentacruel can spin any other entry hazard and give Celebi trouble while Roserade has Sleep Powder to shut down any Pokemon that lacks Sleep Talk. Both have the advantage of laying Toxic Spikes as well.</p>

<p>Offensively two Pokemon come to mind. Tyranitar is an excellent partner as it has a vast movepool to take advantage of Machamp and Tyranitar's issues. Choice Band Tyranitar can harm Hippowdon with Aqua Tail while Pursuit against Rotom-A that lack Will-O-Wisp or are Choiced. BaitTar has the benefit of defeating many of Machamp's enemies as well, so exercise that tactic if necessary. Salamence can easily tear through many of Machamp's problems. MixMence gets props for bein able to tear just about any Machamp counter to bits with Draco Meteor, Fire Blast, and Brick Break. Machamp makes taking down Blissey a bit easier and stands a better chance against bulky Water-types.</p>

<p>Wish passing with Jirachi is never a bad idea; especially if Machamp is opting to use the Substitute + 3 Attacks moveset.</p>


Again, maybe you should mention screens or paralysis here. Also, I would put a sentence or two describing team styles that Machamp performs well on, such as bulky offense, semistall, and support-oriented offense (screens, baton pass, whatever).

[Other Options]
<p>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.</p>

[EVs]
<p>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.</p>

<p>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.</p>

<p>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.</p>

[Opinion]

<p>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.</p>

[Counters]

<p>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.</p>

<p>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.</p>

<p>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.</p>
Pretty good, just some stuff I noticed. I'm quite sure that its Will-O-Wisp rather than Will O Wisp.
 

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
Alright, I added more. Feel free to grammar check them too. I might ask to wait until I get my hands on looking at the prose of the new stuff.
 

Darkmalice

Level 3
is a Tiering Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnus
[SET]
name: RestTalker
move 1: DynamicPunch
move 2: Payback / Stone Edge / Ice Punch
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: No Guard
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]

<p>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.</p>

<p>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 attack or 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.</p>

<p>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. Zapdos can PP stall Stone Edge with Substitute and Roost. With a combination of DynamicPunch's confusion and slamming it with Stone Edge, if Zapdos hits itself in its confusion will handle the situation sounds awkward and should be reworded. 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.</p>

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

<p>The move preference should determine Machamp's teammates. Since Stone Edge covers Gyarados, remove "and" either Stone Edge or Ice Punch helps against Salamence and Zapdos, and finally Payback prevents Rotom-A from switching in constantly, the teammates should revolve around the last move used. Other Pokémon to remember are physical walls such as Skarmory, Hippowdon, and Cresselia who can wall Machamp despite its move options. Jirachi makes a great partner, as it can easily beat Skarmory and Hippowdon with Thunderbolt and Grass Knot. Jirachi is rather shaky when it comes to switching into Hippowdon's Earthquake, but at least Jirachi can scare it off. Cresselia can be beat with Substitute + Calm Mind, as can Skarmory and Blissey. Scarf Jirachi does well with handling Salamence and Gyarados. Scarf Jirachi's main fear is if Salamence has a Dragon Dance on its belt as it forces a Speed tie. Life Orb Starmie can handle most of Machamp's issues despite Machamp's fourth move of choice. Cresselia and Skarmory + Blissey become an issue, but pairing this duo with Choice Band Scizor helps as Pursuit and U-turn put major dents into Cresselia and Blissey. Heatran gets a mention due to controlling many of Machamp's problems thanks to absorbing burn status with the added benefit of using its Flash Fire ability to boost the power of its Fire Blast. If you lack Payback, emphasis on Life Orb Starmie is recommended despite Starmie lacking the capability to switch into its attacks. Scizor also makes a great partner in this scenario as it can pick of Choice + Trick Rotom-As thanks to Pursuit.</p>

[SET]
name: Anti-Lead
move 1: Substitute
move 2: Encore
move 3: DynamicPunch
move 4: Stone Edge / Payback
item: Lum Berry
ability: No Guard
nature: Adamant
evs: 252 HP / 160 Atk / 96 SpD
ivs: 19 Spe

[SET COMMENTS]
<p>This set allows Machamp to potentially shut down many common leads, such as Azelf, Roserade, and Smeargle. This is largely made possible through the combination of Substitute and Encore.</p>

<p>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.</p>

<p>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. Bullet Punch is an option to pick off weaker leads such as Roserade thanks to priority.</p>

<p>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, making it weak enough so that Machamp's Substitute will not break in a single hit.</p>

<p>Most leads don't require an actual "team" surrounding them as a lead's goal is to decieve and take control of the field as soon as the battle starts. Encore can be a great tool for helping Pokémon switch-in. For instance, Forretress can take advantage of Swampert locked onto Stealth Rock or Roserade locked onto Leaf Storm or Grass Knot and freely set-up entry hazards to impend the opponent's team. There isn't much more that really meshes well with the set as a standard team can work well with most leads. It's a good idea to carry a bulky Pokémon with Stealth Rock since the move is crucial to keeping threats such as Salamence at bay.</p>

[SET]
Name: Substitute, 3 Attacks
move 1: Substitute
move 2: DynamicPunch
move 3: Payback
move 4: Stone Edge
Ability: No Guard
Nature: Adamant
Item: Leftovers
EVs: 248 HP / 252 Atk / 8 Spe

[SET COMMENTS]

<p>Substitute is an excellent choice for Machamp, as it prevents it from getting hit with status or Intimidate. Many common Machamp checks are Ghost-type and switch in on Machamp's DynamicPunch without problem and, in Rotom-A's case, burn it with a 100% accurate Will-O-Wisp. Substitute eases prediction, and Machamp can still hit a variety of Pokémon with its arsenal of attacks, such as Rotom-A, Salamence, Gyarados, and Tyranitar to name a few, the latter of which will often switch in fear of DynamicPunch, allowing Machamp to get a free Sub.</p>

<p>DynamicPunch is Machamp's main attack on this set, as its No Guard ability allows Machamp to always land a hit with the otherwise 50% accurate attack. DynamicPunch also confuses the opposing Pokémon every time it hits, which is the key to Machamp being able to beat slow Pokémon such as Bronzong, who often find themselves unable to break Machamp's Substitute and instead hitting themselves in confusion. (This could be made more concise, and it is partly repeat from the first set.) Payback hits the Ghosts that are often the bane of Machamp's existence, 2HKOing even the bulkiest Rotom-A form. Payback also OHKOs the standard Starmie Rapid Spinning set and aids Machamp in defeating Celebi, as it will only be able to use Recover 50% of the time due to the confusion provided by DynamicPunch. Stone Edge rounds out the coverage and provides an attack to hit Gyarados and Salamence, which otherwise switch into the set with very little risk and cut Machamp's Attack with their Intimidate ability. Stone Edge also does quite a bit of damage to Zapdos, but since Pressure wastes its precious PP, it is sometimes wiser to switch against Zapdos.</p>

<p>The EVs are rather straightforward: 8 Speed allows Machamp to outspeed Blissey with 4 Speed EVs, and max Attack allows Machamp to deal as much damage as possible with its three attacks. 248 HP means that Machamp takes the least damage possible while switching into Stealth Rock and Spikes. It also allows Machamp to take the least amount of damage possible from Sandstorm, Hail, burn damage, and poison damage, which may allow Machamp to stay around longer. 128 Speed is an option to outspeed Skarmory, although since Skarmory is faster, it will take super effective damage from DynamicPunch as it Roosts, which may allow you to beat it.remove space</p>

<p>Heatran is an excellent partner with Machamp as it can absorb the burns that hamper Machamp and turn them into an offensive onslaught. Heatran also has an immunity to Toxic, which is the other status that hampers Machamp. Machamp is a solid switch into Heatran's counters, and vice versa, as Heatran can easily switch into Rotom-A's Will-O-Wisp and can do a lot of damage to Gyarados switch-ins with Life Orb / Choice Specs Fire assaults, generally enough to weaken Gyarados to the point that Machamp can take it out. Heatran also resists both of Machamp's weaknesses. Choice Band Tyranitar can easily Pursuit Rotom and friends and is a general behemoth when it comes to weaking Skarmory, as its Stone Edge will 2HKO Skarmory if it isn't fast enough to Roost it off. Forretress is an excellent Pokémon to combine with Machamp as it can lay down Spikes, punishing the switches DynamicPunch causes. Toxic Spikes help Machamp outstall opposing Pokémon that try to Recover stall, such as Celebi. Forretress also Rapid Spins away the Toxic Spikes that can often stop this Machamp set in its tracks, all while still being able to hit Ghost-types with Payback.</p>

[SET]
Name: Choice Scarf
move 1: DynamicPunch
move 2: Payback
move 3: Ice Punch
move 4: ThunderPunch
Ability: No Guard
Nature: Jolly
Item: Choice Scarf
EVs: 12 HP / 252 Atk / 244 Spe

[SET COMMENTS]
<p>Machamp's biggest hindrance is its lack of Speed. With a Choice Scarf equipped, the given EVs allow Machamp to outspeed neutral natured base 120 Pokémon, like Dugtrio. This will allow Machamp to outspeed +1 bulkier builds of Gyarados as well as Pokémon like +Spe nature Salamence and hit them for a surprise OHKO. No Guard Dynamic Punch coming off of 359 Attack is certainly nothing to laugh at either, especially with a boosted Speed stat of 340. If you feel you are investing too much Speed for a Pokémon who is not all that common, you can chose to use 216 EVs which allows you to outspeed positive natured base 100s.</p>

<p>Machamp achieves perfect type coverage with the given attacks, having no Pokémon resist every one of it's attacks. While Payback may seem like an odd choice because its power is only doubled when Machamp attacks last, this is not the case. Even with Machamp having a Choice Scarf, Gengar still outspeeds Machamp, meaning the power of Payback will still be doubled. Defensive Rotom-A can be hit by Payback on the switch in while Scarf Rotom-A still outspeeds, so the power is still doubled. Ice Punch gives a surprise OHKO on Mixed Salamence who is expecting to pummel you with a Draco Meteor, while Thunderpunch takes a large chunk out of defensive Gyarados and even OHKOs offense Gyarados provided Stealth Rock is down. Guts is still an option with a Choice Scarf, as the proposition of a 340 Speed Machamp with 538 is absurdly frightening. If you chose to go with Guts, Close Combat once against becomes your main STAB attack, taking place of DynamicPunch. However, unlike the Choice Band set, Machamp must remove "now" avoid Thunderwave from the likes of Blissey. Getting Machamp paralyzed takes away the element of surprise that you get with Choice Scarf.</p>

<p>Max Attack allows Machamp to make good use out of all 4 attacks in its arsenal. If you would rather use an Adamant nature for the boost in power, an EV spread of 252 Atk / 236 Spe / 20 HP allows Machamp to outspeed both positive natured base 90s and neutral natured base 100s. Another alternative EV spread is 40 HP / 216 Atk / 8 Def / 244 Spe with a Jolly nature, which allows you to always survive Lucario's +2 Extreme Speed after Stealth Rock damage.</p>

<p>Much like the Choice Band set, this Machamp will likely be played with a hit and run nature, meaning that entry hazards will take its toll on Machamp. Forretress, and Starmie are once again excellent changes (this is not the right word, and should be replaced with something like "Pokemon" or "teammates" to be paired with Machamp to spin away the entry hazards. Life Orb Rapid Spin Starmie can remove more Defensive Rotom-A that trouble this set while still being able to Rapid Spin and provides a solid switch into the likes of Gliscor and Skarmory. Forretress' Spikes once again play an important role in the choice of Starmie or Forretress, as Machamp forces a lot of switchs by nature. Heatran is once again an excellent Pokémon to pair with Machamp, being able to absorb Will-O-Wisps that hamper Machamp's usefulness and turn them into a flaming display of offense. Life Orb Heatran can also lure out Gyarados that can be smashed via Explosion or Hidden Power Electric. As a bonus, Heatran resists Machamp's only 2 weaknesses.</p>

<p>Tyranitar is great for Pursuiting the Ghost-types that switch into Machamp as well as Cresselia and Slowbro, who both wall this set. Tyranitar and Machamp can easily muscle through their counters, since they both share the same counters in Hippowdon, Gliscor, Swampert, and others. The only downside of Tyranitar is its ability, Sandstream. Sandstorm can potentially tip your opponent off that you are using a choice item Machamp once they see the lack of Leftoverys recovery. For this reason, Scizor is also an option. Scizor's U-turn gives Machamp a lot of free switch ins, and Scizor can still Pursuit choice locked ghosts, making Machamp's life much easier. Similar to Tyranitar and Machamp, Scizor and Machamp are generally walled by the same things, like Gliscor, which allows them to pull off a sweep if one of them can break through the opposition's counter.</p>

[SET]
Name: Choice Band
move 1: Close Combat
move 2: Payback
move 3: Ice Punch
move 4: ThunderPunch
Ability: Guts
Nature: Adamant
Item: Choice Band
EVs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>When paired with Choice Band, Machamp surpasses (Machamp has 130 base attack, whilst Heracross has 125) the power of Choice Band Heracross, and has unparalleled type coverage to go along with it. Machamp boasts an excellent STAB attack in Close Combat, perfect for a hit and run assault, and also sports Payback to hit Ghost-types, the only Pokémon that can safely switch into Close Combat without a 4x resistance. Guts allows Machamp to recklessly switch into status attacks such as Will-O-Wisp and turn itself into an offensive powerhouse to be reckoned with.remove space</p>

<p>To go along with the excellent type coverage that Payback and Close Combat provide, this Machamp set runs both Ice Punch and Thunderpunch. These elemental punchs are primarily there to hit Pokémon like Salamence and Gyarados, who will switch in thinking they are safe from Machamp's devastating hits, only to be OHKO'd by a Choice Banded elemental punch. Unfortunately Machamp requires it to pump a lot of EVs into Speed to outspeed Skarmory. 128 Speed EVs outruns minimum Skarmory; however, max Speed is needed to outspeed most, if not all, Skarmory. This is important because a Choice Banded Close Combat is an easy 2HKO on Skarmory. Choice Banded Payback is nothing to scoff at either, 2HKOing Celebi with ease as well as well as OHKOing Max HP / Max Defense Rotom-A 46.15% of the time with Stealth Rock out. Payback also provides a 2HKO against Max HP / Max Defense Cresselia with Stealth Rock out, who is thought to be the best and most consistent Machamp counter. Machamp's four attack arsenal coming off of 591 Attack with Choice Band equipped means that Pokémon will have a hard time setting up on it, most notably Salamence and Gyarados, who think that they can Dragon Dance and proceed to OHKO Machamp.</p>

<p>No Guard is certainly an option on this Machamp set, although Guts allows you to switch into status and turn it into a devastating onslaught. No Guard allows Machamp to abuse DynamicPunch as its main offensive STAB as opposed to Close Combat, which allows Machamp to stay in longer because it will not drop both of Machamp's defenses. DynamicPunch's added bonus of confusion is excellent against Pokémon that are slower and bulkier as they will only be able to retaliate a mere 50% of the time. With No Guard, Machamp can also use Stone Edge as opposed to Ice Punch and Thunderpunch, as the main Pokémon that the elemental punchs are hitting barring Gliscor are hit hard by Stone Edge. This allows Machamp to run Bullet Punch as a priority move to pick off weakened Pokémon such as a low health Aerodactyl or Tyranitar.</p> If the option is viable, shouldn't it have slashes on the main set? I'm not sure about how slashing abilities works, though, so wtev. (It can be mentioned in set comments if it is viable but generally inferior to the main moves mentioned. I would keep them in set comments, as they are only viable with No Guard, but No Guard is an inferior ability on this set.)

<p>Like most choiced Pokémon, entry hazards such as Spikes, Stealth Rock, and Toxic Spikes are the absolute bane of Machamp. The entry hazards will limit the amount of times Machamp can come in and fire off assaults, which is especially important because Machamp will often have to hit and run because its main STAB attack lowers both of it's defenses 1 stage. Rapid Spinners like Forretress or Starmie are both excellent candidates to pair "to pair" remove with Choice Band Machamp, especially with Machamp being able to surprise common anti-spinners like Rotom-A with a 591 Attack Payback. Forretress and Starmie also both resist Psychic, Machamp's most common weakness. Forretress can also set up its own Spikes, which Machamp can abuse because it forces many switches, and the Spikes will gradually wear down the opponent. Both Starmie and Forretress can set up both Reflect and Light Screen as well, which will make Machamp even harder to take down, as if its solid defenses and only 2 weaknesses weren't enough.</p>

<p>A strong special attacker is also an excellent choice as a teammate to Machamp. Choice Specs Salamence can lure out physical walls and hit them with a powerful Draco Meteor. Between Machamp and Salamence, they can "also" removemuscle through Steel-types and other counters, because they both have ridiculous power. Salamence also benefits from a Rapid Spinner just like Machamp does, so Salamence will not disrupt any synergy between Machamp and a Rapid Spinner. Machamp is an excellent switch into common special attack-oriented Salamence counters, such as Blissey, Snorlax, or Tyranitar, all of which are easily OHKO'd by Machamp's powerful Close Combat, including +1 Snorlax. Salamence can also bait status moves like Toxic or Thunderwave to get Machamp a Guts boost. Heatran is still an excellent partner with Machamp, but it becomes less important when using Guts Machamp, because fewer people will Will-O-Wisp Machamp, meaning Heatran will receive less Flash Fire boosts than when paired with Substitute Machamp or Lead Machamp. Special sweepers will also find it easier to sweep once the special walls have been removed by Machamp. Lucario and Machamp share similar counters and can both benefit from one or more of them gone, as it allows the other to sweep easier. Lucario is also a ThunderWave magnet just like Salamence, which allows Machamp to receive its Guts boost much easier.</p>

<p>Like many Choice Banders, Machamp occasionally gives too many free turns to the opposition. Due to this it is recommend that Machamp is played on a team that can afford to give free turns, like bulky offense or semi-stall. Porygon2 can handle Gyarados, Salamence, and Heatran, threemain Pokémon that Machamp can give free turns to, but struggles against Lucario. Scizor, and Gengar, whom are three other Pokémon that Machamp gives free turns to when running a Choice Band set.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: DynamicPunch
move 3: Stone Edge / Ice Punch
move 4: Payback / ThunderPunch
item: Leftovers
ability: No Guard
nature: Adamant
evs: 252 HP / 128 Atk / 128 Spe

[SET COMMENTS]
<p>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. But Machamp may be too slow "I" sounds too informal /I]to use Encore effectively outside the lead position.</p>
insert enter
<p>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, The rest of this paragraph is mentioned in the next paragraph, and as such should be removed though paralysis support and possibly Agility boosts will give this set the most potential.</p>

<p>There are two options to consider to effectively use this moveset; Baton Pass or paralysis support. With Baton Pass, Zapdos is the recommended Pokémon. It is an easy lure for Tyranitar and makes Machamp's attempts of Bulk Up easy thanks to Machamp resisting both of Tyranitar's common STABs. Ninjask can also lure Tyranitar, but it can also lure troublesome Pokémon such as Scizor and many Pokémon that carry Taunt or a phazing move. Gliscor gets the minor benefit of being a Taunt user as well as capabilities sounds awkward of Baton Passing Swords Dances, though it can lure many Pokémon that can halt Machamp's sweep. Maxing the Speed EVs is recommended as, after an Agility, Machamp reaches 418 Speed. This gives enough Speed to outspeed Timid Choice Scarf Heatran, though Scarf Rotom-A will still delay your sweep. Packing Scizor or Tyranitar with Pursuit is a good way to stop Scarf Rotom-A, though Tyranitar brings the issue of Sandstorm onto the team.</p>

<p>Paralysis support makes it trickier to handle some threats, but in return can give some devastating combos. Jirachi is a fine example of a Pokémon that can spread paralysis for Machamp and, at the same time, hamper its usual counters. Having the capabilities of packing Wish also helps keeping Machamp healthy in case Machamp needs to switch out. Togekiss also pairs well with Machamp as it has the added benefit of drawing in Rock-type attacks which Machamp resists. Cresselia makes a good Pokémon to pair with him since it can spread paralysis as well as set up Reflect and / or Light Screen to help Machamp out. Rotom-A also fits the bill as Discharge easily combines its STAB Electric-type attack and having a good chance of paralyzing something, on top of capabilities of dual screens. Cresselia and Rotom-A are excellent lures for Tyranitar and Pokémon that pack Pursuit as well, which makes Machamp setting up easier.</p>

<p>"Dual Screens is a good strategy to utilize alongside Machamp. Jirachi, Cresselia, and Rotom-A make excellet choices for fulfilling Dual Screens." (largely repeat from the above paragraph)Jirachi has Wish and U-turn to help Machamp switch-in easier. Cresselia prevents Pokemon such as Life Orb Starmie from stopping Machamp's setup. Rotom-A has immunity to Brick Break, which poses a common problem when setting up Dual Screens. Even suicide leads such as Azelf and Bronzong (is Bronzong a suicide lead?)can help fulfill the role.</p>

[Team Options]
<p>Machamp makes a lot of best friends with STAB Dynamicpunch and its 100% confusion rate. On top of Machamp's good physical movepool it can be paired with many Pokémon to utilize maximum potential. Like every other Pokémon Machamp has issues, but they are easy to fix with the right Pokémon. This sentence is not necessary.</p>

<p>One of Machamp's issues is being afflicted with status. Toxic status is a major pain to deal with while burn status is even worse. Granted, Guts takes advantage of that; however, Machamp loses one of its best STAB attacks. This only applies to the more offensive sets as Rest + Sleep Talk Machamp can deal with status anyway. Try "Offensive Machamp sets with No Guard hate poison and burn status. It is much more concise and says everything that what is in green says. As for the burn afflictions, Heatran makes an awesome partner because of this. Thanks to Flash Fire, Heatran takes advantage of Will-O-Wisp and Lava Plume while boosting Heatran's Fire-type attacks. Heatran makes a good switch-in to most Rotom-As, which means Machamp isn't so reliant on Payback. One shouldn't forget that Heatran fries Skarmory like the Colonel fries his chicken thanks to STAB Fire-type attacks. As for poison affliction, there is a slight problem. Most of the time the poison affliction is due to Toxic Spikes. Spinners such as Starmie and Forretress are recommended for this. Starmie's benefit is that it isn't blocked by physical walls so easily, thus helping Machamp harm the opponent's team. With Natural Cure and Recover, it is an excellent choice as Toxic Spikes barely phases it while it can recover the indirect damage taken from switching in. Forretress has Payback for Rotom-A switch-ins and can learn any entry hazard move that Machamp's team desires. Tentacruel and Roserade get a minor benefit due to absorbing Toxic Spikes. Tentacruel can spin any other entry hazard and give Celebi trouble, while Roserade has Sleep Powder to shut down any Pokémon that lacks Sleep Talk. Both have the advantage of laying Toxic Spikes as well.</p>

<p>Offensively two Pokémon come to mind. Tyranitar is an excellent partner as it has a vast movepool to take advantage of Machamp and Tyranitar's issues. Choice Band Tyranitar can harm Hippowdon with Aqua Tail while Pursuit against Rotom-A that lack Will-O-Wisp or are Choiced. BaitTar has the benefit of defeating many of Machamp's enemies as well, so exercise that tactic if necessary. Salamence can easily tear through many of Machamp's problems. MixMence gets props for being able to tear just about any Machamp counter to bits with Draco Meteor, Fire Blast, and Brick Break. Machamp makes taking down Blissey a bit easier and stands a better chance against bulky Water-types.</p>

<p>Paralysis support is a good idea to pair with Mahamp. Jirachi has many advantages for this role. Its vast movepool allows Jirachi to fulfill anything Machamp's team needs. Jirachi can act merely as a Wish passer to help Machamp's durability. It can utilize STAB Iron Head, STAB Psychic, Thunderbolt, Grass Knot, or elemental punches to handle threats that otherwise dominate Machamp's team. Finally, Jirachi can use U-turn simply to help Machamp switch-in. Cresselia commonly carries Thunder Wave to slow down sweepers while walling them with her base 120 HP / 120 Def / 130 SpD. Porygon2 can handle Gyarados when Stone Edge is absent from Machamp. Unfortunately, Porygon2 isn't a solid check to Mixed Salamence, as Draco Meteor does major damage to Porygon2. Rotom-A blocks Rapid Spin and can use Discharge instead of Thunder Wave. Rotom-A checks many of Machamp's problems such as Hippowdon and Skarmory provided the latter lacks Taunt. Since Tyranitar is a common problem against the listed paralyzers barring Iron Head Jirachi, Machamp is an excellent partner with them. Jirachi, Cresselia, and Rotom-A can also utilitze Dual Screens, which helps Machamp survive longer. It is best used with the Bulk Up set; however, Machamp's decent bulk and lack of common weaknesses make it a good option with Rest + Sleep Talk Machamp.</p>

<p>Machamp can be used on many teams thanks to it handling many problematic Pokémon such as Tyranitar. It fits well on bulky offensive teams"," (remove) but has opportunities to shine on teams that revolve around Dual Screens or even Baton Pass chains. Despite it not resisting attacks such as Bullet Punch and Extremespeed, STAB DynamicPunch and its great offensive movepool makes Machamp an excellent choice for a Baton Pass recipient.</p>

[Other Options]
<p>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.</p>

[EVs]
<p>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.</p>

<p>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.</p>

<p>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.</p>

[Opinion]
<p>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 Pokémon 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.</p>

[Counters]
<p>Machamp is a very difficult Pokémon 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 Pokémon 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.</p>

<p>Any defensive Pokémon 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.</p>

<p>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.</p>


Well-written analysis. Just a few things to note.

A comma is needed if you talk about a new noun ("it" included) when it has a verb. For example "However, you may opt to use Guts instead of No Guard, because it makes Machamp's attacks 1.5x stronger when it is asleep." The "it" refers to No Guard and not "you," so a comma is required.

Also, you commonly used "it's" (meaning "it is") as opposed to "its" (which shows ownership), and you have mentioned numerals when you should be mentioning their words (use "four" as opposed to "4" - this applies for ten and below, but not 11).

The sets could also be made more concise, as there is lots of repeat, especially in the team options for each set (the same Pokemon are frequently mentioned, and should only be skimmed over in their repeat mentions).
 
I used a variation of the lead set as this:

[SET]
name: Anti-Lead + Bulk Up
move 1: Encore
move 2: Bulk Up
move 3: DynamicPunch
move 4: Payback
item: Lum Berry
ability: No Guard
nature: Adamant
evs: 252 HP / 16 Atk / 96 SpD / 144 Spe

Was extremely hellish for teams to fight against usually netting me 2 kills per match off the bat.. Bulk Up should definately deserve at least a mention because it makes Champ impossible to take down in one shot
 

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
I'll look at the other movesets dark, but I'm having a hard time trying to find the redundancy in Team Options. It's possibly in the other portions of SET COMMENTS, but I'll see what I can do later on.

@RaikouLover: Hm... I can probably slash it over Substitute, but I find Substitute necessary to nullify Sleep Powder.
 
in theory yes, but it kind of plays differently than subchamp lead as a whole. For example, you outspeed Metagross and bulkier SR leads, so you Bulk Up on turn 1. Then just encore their SR. Yes, you can sub and do this, but I personally have enjoyed enormous success with a +1 Machamp at the begining of the battle because it helps your attack as well, and you get the jump on stall completely.
 

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
I kept the other set out because there's a current peer edit going on with that. RL can address his thoughts in there. Otherwise added and moving to big Archives.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top