Garchomp (Mega Swords Dance)



[SET]
name: Mega Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Dragon Claw
move 4: Fire Blast
item: Garchompite
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Swords Dance allows Mega Garchomp to boost its already stellar Attack to astronomical levels, enabling it to tear apart many defensive teams. Earthquake is Mega Garchomp's main STAB attack, being strong and reliable aswell as receiving a boost in power when sand is active thanks to Sand Force. Dragon Claw is a decently powerful secondary STAB move, providing excellent neutral coverage alongside Earthquake, most importantly hitting Levitate users and Flying-types, bar Togekiss and Skarmory, for good damage. While it might seem like a strange choice for a physical attacker, Fire Blast is the preferred option for the last slot to 2HKO Skarmory, which otherwise walls this set. Fire Blast also has the added perk of hitting Mega Scizor and Ferrothorn super effectively. Stone Edge can be used over Dragon Claw or Fire Blast, as it allows Mega Garchomp to hit Togekiss super effectively and is more powerful than Dragon Claw when sand is up. However, Garchomp sorely misses the reliability of Dragon Claw, so Stone Edge isn't worth it most of the time.

Set Details
========

Maximum Speed and Attack EVs alongside a Jolly nature are used to let Mega Garchomp hit as hard and as fast as possible. Rough Skin is the preferred ability for Garchomp before Mega Evolving, as it can land chip damage on physical attackers such as Talonflame or Bisharp. After Mega Evolving, Sand Force lets Mega Garchomp take advantage of the prevalence of the sand setters, Tyranitar and Hippowdon. An Adamant nature could be used, allowing Mega Garchomp to perform even better against defensive teams; however, this leaves Mega Garchomp outpaced by many common threats, most notably positive-natured Hoopa-U and Jolly Mega Altaria.

Usage Tips
========

This set is ideally used as a mid- or late- game cleaner against slower, more defensively inclined teams, often being able to plow through those teams once boosted. Keep in mind that Mega Garchomp can easily set up on a good portion of Pokemon on the defensive teams it already threatens such as Gliscor and Heatran. However, Mega Garchomp can also be used as an early-game wallbreaker, delivering powerful hits so that it or a teammate can take advantage of these walls being weakened later in the game. Sometimes, delaying Mega Evolution can be beneficial for Garchomp, as its base forme's higher Speed lets it exert more pressure against more offensive teams, outspeeding threats such as Mega Gardevoir, both Charizard formes, and Hydreigon. While Mega Garchomp boasts impressive physical bulk, letting it check attackers such as Bisharp and Talonflame, it should not be the team's primary check to these Pokemon, as it tends to be susceptible to passive damage from the likes of Spikes, burn, and poison. Be wary of lure moves from Pokemon that Mega Garchomp can typically handle such as Icy Wind from Gengar and Ice Beam from Tyranitar, as it has an easily exploitable weakness to Ice-type attacks.

Team Options
========

Hippowdon or Tyranitar typically make for the best partners for this set, providing sand support to boost the power of Mega Garchomp's Earthquake and setting Stealth Rock to whittle down the foe upon switching and make it easier for Garchomp to wallbreak. Alternatively, Choice Scarf Tyranitar makes for a noteworthy partner, checking Latias, Latios, and both mega Charizard formes, which can revenge kill Mega Garchomp, while excelling against the offensive teams Mega Garchomp tends to struggle with and appreciating Garchomp's ability to break walls. Pokemon that can set up entry hazards, such as Ferrothorn and Klefki punish foes that switch in, making it easier for Mega Garchomp to break defensive teams. Klefki makes for a notably exceptional partner, as it can lay Spikes, check the Ice-, Fairy- and Dragon-types that trouble Mega Garchomp, and paralyze foes to somewhat alleviate the issue of Mega Garchomp's lackluster Speed. In general, Steel-types make for great partners, checking the Ice- and Fairy-types that scare Mega Garchomp. Due to its susceptibility to status ailments, particularly burns, status absorbers such as Clefable and Conkeldurr make for excellent partners. Clefable in particular can paralyze foes, set Stealth Rock, and check the Dragon- and Ice-types such as Latios and Kyurem-B that trouble Mega Garchomp. In return, Mega Garchomp uses the Steel-types that check Clefable, such as Jirachi, Heatran, and Scizor, as setup fodder. Fast Pokemon that can break offensive teams such as Talonflame and Tornadus-T make for excellent partners, as they take on the playstyle Mega Garchomp struggles most against. Excadrill can be used alongside Mega Garchomp, acting as a cleaner once Mega Garchomp has sufficiently broken down the opponent's team, as well as checking Fairy-types such as Togekiss and Mega Diancie that plague Mega Garchomp. However, using both Excadrill and Mega Garchomp means that the team will be incredibly reliant on sand being active, so the team should be built accordingly.
 
Last edited:
Dragon Claw's more important targets are Rotom-W, Landorus-T, and Gliscor, not so much Lati@s which Garchomp has to hit on the switch anyways. I know Sand Force boosted Stone Edge does more damage to those three, but its much less reliable and the PP can also be an issue. In general it's not worth giving up Dragon Claw for Stone Edge considering its targets are less important. Charizard Y is already 2HKOed by Chomp's Dclaw anyways (even when not Mega'd) so it's only important target is really Togekiss. Just keep it in moves.

I like Excadrill as a teammate most for its ability to switch in on Togekiss and Clefable, while revenging other Fairy-types in the sand. Garchomp also does a good job weakening Hippowdon and Rotom-W for Excadrill. Don't really like Scarf Magnezone as a teammate because it's a really bad Clefairy check and trapping Skarmory and Ferrothorn as you said is not a whole lot necessary when Fire Fang already does a number to them.

1/3
 

p2

Banned deucer.
clefable is a cool mon on bulkier teams with mega chomp because it has speed control and checks weavile + kyub pretty well

bulky waters in general would be a good idea for dealing with the bulky grounds that annoy megachomp like lando-t/hippo/bulky chomp because garchomps likely to take a bunch of damage or toxic from them

2/3
 

bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Moves
I would mention Stone Edge as being potentially used over Fire Blast rather than Dragon Claw, which is a pretty necessary STAB imo. The main thing you miss out on is Skarmory (Sciz and Ferro take a ton from boosted Earthquakes), however

+2 252 Atk Sand Force Mega Garchomp Stone Edge vs. 252 HP / 252+ Def Skarmory in Sand: 197-232 (58.9 - 69.4%) -- guaranteed 2HKO after Leftovers recovery

This won't win 1v1 if Skarm is carrying WW but it can certainly be weakened which is one of Mega Chomps primary jobs. Also many Skarms are specially defensive these days.

Usage tips
This section is good but I'd change up the ice type lures thing a bit. Perhaps Mega Gyarados with Ice Fang or Medicham with Ice Punch instead of Gengar (technically it does check Gengar from full but its a bit of a strange example) and Ice Beam for Ttar instead of Ice Punch.

Team Options
For spikers I'd mention Ferro instead of Skarm. On paper Skarm is nicer for recovery but Ferro is less passive and tends to fit onto Mega Chomp builds better for that reason, also Banded Azumarill tends to be a difficult for Sand teams to switch into.

SD regular Scizor as a nice cleaner to pair it with as Chomp breaks down its checks and Scizor beats Fairy types and provides priority to pick off stuff like Weavile. It's also a potential Mega bluff in team preview

3/3
 
Last edited:
implemented for the most part

for usage tips i kept icy wind gengar because the alternatives you gave (ice punch megacham or ice fang mega gyara) are standard, or fairly standard in the case the latter, so i dont think they really belong in a section about lures

moving this into gp
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
hi crazy hair kid

GP 1/2
[SET]
name: Mega SD Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Dragon Claw
move 4: Fire Blast
item: Garchompite
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Swords Dance allows Mega Garchomp to boost its already stellar Attack to astronomical levels, allowing enabling (less repetitive) it to tear apart many defensive teams. Earthquake is Garchomp's main STAB attack, being strong (RC) and reliable (RC) and boosted receiving a power boost when under sand is up thanks to Sand Force. Dragon Claw is a decently powerful secondary STAB move, providing excellent neutral coverage alongside Earthquake, most importantly hitting Levitate users and Flying-types, bar Togekiss and Skarmory, for good damage. While it might seem like a strange choice for a physical attacker, Fire Blast is the preferred option for the last slot as to 2HKO Skarmory, who which otherwise walls this set. Fire Blast also has the added perk of hitting Mega Scizor and Ferrothorn super effectively. Stone Edge can be used over Dragon Claw or Fire Blast, as it allows Garchomp to super-effectively hit Togekiss super effectively (RC) and, (AC) when boosted by Sand Force, is more powerful than Dragon Claw. However, Garchomp sorely misses the reliability of Dragon Claw, meaning Stone Edge isn't worth it most of the time.

Set Details
========

Maximum Speed and max Attack EVs alongside a Jolly nature are used to let Mega Garchomp hit as hard and as fast as possible. Rough Skin is the preferred ability before Mega Evolving (RC) as to get off chip damage on physical attackers such as Talonflame or Bisharp. On the other hand, Sand Force is Mega Garchomp's ability, which lets letting it take advantage of the prevalence of the sand setters, Tyranitar and Hippowdon. An Adamant nature could potentially be used, allowing to allow Mega Garchomp to perform even better against defensive teams; however, this makes it so that leaves Mega Garchomp can be outpaced by many common threats, most notably Naive positive-natured (it also runs Hasty I think? At least that was the only nature used on the analysis so yeah) Hoopa-U and Jolly Mega Altaria.

Usage Tips
========

This set is ideally used as a mid- or late-game (add hyphen) cleaner against slower, more defensively inclined teams, often being able to plow through those teams once boosted. Keep in mind that Mega Garchomp can easily set up on a good portion of Pokemon on the defense teams it already threatens such as Gliscor or and Heatran. However, Mega Garchomp can also be used as an early-game wallbreaker, firing off powerful hits so that it or a teammate can take advantage of these walls being weakened later in the game. Sometimes, delaying its Mega Evolution could be beneficial to Garchomp, as its base forme's higher Speed in base form lets it exert more pressure against more offensive teams, outspeeding threats such as Mega Gardevoir, Charizard, or and Hydreigon. While Mega Garchomp boasts impressive physical bulk, letting it check attackers such as Bisharp and Talonflame, it should not be the team's primary check to these pokemon, as Garchomp tends to be susceptible to passive damage from the likes of Spikes or and status. Be wary of lure moves from pokemon Mega Garchomp can typically handle such as Icy Wind from Gengar of and Ice Beam from Tyranitar, as it has an easily exploitable weakness to Ice-type attacks.

Team Options
========

Hippowdon or and Tyranitar typically make for the best partners for this set, providing sand support, boosting to boost the power of Mega Garchomp's Earthquakes (RC) and can set setting Stealth Rock to whittle down the foe upon switching in, thus making and make (remove hyphen) it easier for Garchomp to wallbreak. Alternatively, Choice Scarf Tyranitar makes for an excelling excellent partner, checking Latias, Latios, and Charizard, who which can revenge kill Mega Garchomp, while excelling against the offensive teams Garchomp tends to struggle with and appreciating Garchomp's ability to break walls. Pokemon that can lay set up entry hazards, such as Ferrothorn or and Klefki, are good teammates, (AC) as they punish grounded foes upon switch in, (remove hyphen) making it easier for Garchomp to break defensive teams. Klefki makes for a notably exceptional partner to Mega Garchomp, as it can lay Spikes, check the Ice-, Fairy- and Dragon-types that trouble Garchomp, and Thunder Wave paralyze foes to somewhat alleviate the issue of Mega Garchomp's lackluster Speed. In general, Steel-types make for great partners, checking the Ice- and Fairy-types that scare Garchomp. Due to its susceptibility to status, particularly burns, status absorbers such as Clefable or and Conkeldurr make for excellent partners. Clefable in particular can paralyze foes, set Stealth Rock, and check the Dragon- and Ice-types such as Latios or and Kyurem-B that trouble Mega Garchomp. In return, Mega Garchomp uses the Steel-types that check Clefable, such as Jirachi, Heatran, and Scizor, as set-up setup fodder. Fast Pokemon that can break offensive teams such as Talonflame or and Tornadus-T make for excellent partners, as they take on the playstyle Mega Garchomp struggles most against. Excadrill can be used alongside Mega Garchomp, acting as a cleaner once Mega Garchomp has sufficiently broken down the foes opposing team, as well as checking Fairy-types such as Togekiss or and Mega Diancie that plague Mega Garchomp. However, using both Excadrill and Mega Garchomp means that the team will be incredibly reliant on sand being active, so the team should be built accordingly.
 
Last edited:

Empress

Warning: may contain traces of nuts
is a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Add Remove Comment
[SET]
name: Mega Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Dragon Claw
move 4: Fire Blast
item: Garchompite
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Swords Dance allows Mega Garchomp to boost its already stellar Attack to astronomical levels, enabling it to tear apart many defensive teams. Earthquake is Mega Garchomp's main STAB attack, being strong and reliable, (RC) and recieving receiving a boost in power when sand is active thanks to Sand Force. Dragon Claw is a decently powerful secondary STAB move, providing excellent neutral coverage alongside Earthquake, most importantly hitting Levitate users and Flying-types, bar Togekiss and Skarmory, for good damage. While it might seem like a strange choice for a physical attacker, Fire Blast is the preferred option for the last slot as to 2HKO Skarmory, which otherwise walls this set. Fire Blast also has the added perk of hitting Mega Scizor and Ferrothorn super effectively. Stone Edge can be used over Dragon Claw or Fire Blast, as it allows Mega Garchomp to hit Togekiss super effectively and is more powerful than Dragon Claw when sand is up. However, Garchomp sorely misses the reliability of Dragon Claw, meaning so Stone Edge isn't worth it most of the time.

Set Details
========

Maximum Speed and Attack EVs alongside a Jolly nature are used to let Mega Garchomp hit as hard and as fast as possible. Rough Skin is the preferred ability for Garchomp before Mega Evolving, as it can get land chip damage off on physical attackers such as Talonflame or and Bisharp. On the other hand After Mega Evolving, Sand Force is lets Mega Garchomp's ability, letting it take advantage of the prevalence of the sand setters, Tyranitar and Hippowdon. An Adamant nature could be used, allowing Mega Garchomp to perform even better against defensive teams; however, this leaves Mega Garchomp outpaced by many common threats, most notably positive-natured Hoopa-U and Jolly Mega Altaria.

Usage Tips
========

This set is ideally used as a mid- or late- game cleaner against slower, more defensively inclined teams, often being able to plow through those teams once boosted. Keep in mind that Mega Garchomp can easily set up on a good portion of Pokemon on the defensive teams it already threatens such as Gliscor and Heatran. However, Mega Garchomp can also be used as an early-game wallbreaker, firing off launching (I will murder you in your sleep) powerful hits so that it or a teammate can take advantage of these walls being weakened later in the game. Sometimes, delaying its Mega Evolution could can be beneficial to Garchomp, as its base forme's higher Speed lets it exert more pressure against more offensive teams, outspeeding threats such as Mega Gardevoir, both Mega Charizard formes, and Hydreigon. While Mega Garchomp boasts impressive physical bulk, letting it check attackers such as Bisharp and Talonflame, it should not be the team's primary check to these pokemon Pokemon, as Garchomp it tends to be susceptible to passive damage from the likes of Spikes, burn, and poison and status. Be wary of lures moves from pokemon Pokemon that Mega Garchomp can typically handle such as Icy Wind from Gengar and Ice Beam from Tyranitar, as it has an easily exploitable weakness to Ice-type attacks.

Team Options
========

Hippowdon or Tyranitar typically make for the best partners for this set, providing sand support to boost the power of Mega Garchomp's Earthquakes and setting Stealth Rock to whittle down the foe upon switching and make it easier for Mega Garchomp to wallbreak. Alternatively, Choice Scarf Tyranitar makes for a noteworthy partner, checking Latias, Latios, and both Mega Charizard formes, which can revenge kill Mega Garchomp, while excelling against the offensive teams Mega Garchomp tends to struggle with and appreciating Mega Garchomp's ability to break walls. Pokemon that can set up entry hazards, such as Ferrothorn and Klefki, are good partners, as they punish grounded foes upon that switch in, making it easier for Mega Garchomp to break defensive teams. Klefki makes for a notably exceptional partner to Mega Garchomp, as it can lay Spikes, check the Ice-, Fairy-, (AC) and Dragon-types that trouble Mega Garchomp, and paralyze foes to somewhat alleviate the issue of Mega Garchomp's lackluster Speed. In general, Steel-types make for great partners, checking the Ice- and Fairy-types that scare Mega Garchomp. Due to its susceptibility to status ailments, particularly burns, status absorbers such as Clefable and Conkeldurr make for excellent partners. Clefable in particular can paralyze foes, set Stealth Rock, and check the Dragon- and Ice-types such as Latios and Kyurem-B that trouble Mega Garchomp. In return, Mega Garchomp uses the Steel-types that check Clefable, such as Jirachi, Heatran, and Scizor, as setup fodder. Fast Pokemon that can break offensive teams such as Talonflame and Tornadus-T make for excellent partners, as they take on the playstyle Mega Garchomp struggles most against. Excadrill can be used alongside Mega Garchomp, acting as a cleaner once Mega Garchomp has sufficiently broken down the opponent'(apostrophe)s team, as well as checking Fairy-types such as Togekiss and Mega Diancie that plague Mega Garchomp. However, using both Excadrill and Mega Garchomp means that the team will be incredibly reliant on sand being active, so the team should be built accordingly.
GP 2/2
 
Last edited:

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

Top