UU Machamp

Kink

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Overview
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Machamp sports a great base 130 Attack, which makes it ideal for wallbreaking. No Guard allows for a 100% accurate Dynamic Punch for free confusion, providing Machamp and its teammates more opportunities to set up, wallbreak, or recover lost momentum. Guts boosts Machamp's Attack by 1.5x when statused, letting Machamp hit even harder for optimal wallbreaking. A diverse movepool allows Machamp to take on a number of threats and switch-ins with its Choice Band set, while decent 90 / 80 / 85 bulk allows it to use an Assault Vest set, which lets Machamp take on high-powered threats such as Hydreigon.

Assault Vest
########
name: Assault Vest
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Stone Edge / Ice Punch
move 4: Heavy Slam / Bullet Punch
ability: No Guard / Guts
item: Assault Vest
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========

Dynamic Punch is Machamp's primary STAB move when used alongside No Guard, while Close Combat is Machamp's primary STAB move when used alongside Guts. Both of these moves are reliable and will often do decent damage to most non-resisted threats. Knock Off is an ideal move to remove the items of Machamp's switch-ins, such as Crobat and bulky Ground-, Water- and Fairy-types, while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types. Stone Edge can be used as an option to hit Fire-, Flying-, and rare Ice-types in the tier with the No Guard ability. The choice between Heavy Slam and Bullet Punch has to do with your preference of either hitting Florges and Whimsicott hard with Heavy Slam or using Bullet Punch as a late-game cleaning move and KO injured threats, such as Mega Aerodactyl.


Set Details
========

Assault Vest Machamp can absorb moderate special attacks far better than its Choice Band counterpart. 172 HP EVs grant Machamp some much-needed bulk, allowing it to sponge hits from Pokemon such as Hydreigon when used alongside Assault Vest. 84 Speed EVs are used to outspeed all base 65 Pokemon, including Vaporeon, Umbreon, and Chesnaught. An Adamant nature and 252 Attack EVs allows Machamp to hit as hard as possible as a physical wallbreaker. No Guard allows Machamp to use Dynamic Punch and get the 100% confusion, which creates more set up, wallbreaking, and cleric opportunities, while Guts allows Machamp to absorb status and hit 1.5x harder; however, No Guard is generally the better option as this will also retain Machamp's moderate bulk, as Close Combat lowers Defense and Special Defense by after one use.


Usage Tips
========

Assault Vest Machamp with No Guard should use Dynamic Punch to create setup opportunities for your team while delivering moderate wallbreaking potential. With Guts, Machamp should be used as a status-absorbing wallbreaker. After taking a Will-O-Wisp or Toxic, Guts Machamp wallbreaks as well as its Choice Banded counterpart while having the ability to work around special attacks and switch moves. Machamp should always opt to use its Fighting-type STABs when there are few to no resistances on the opponents team. It is important to note that this set works well with momentum support, such as Wish + Baton Pass Vaporeon or slow Volt Switch users such as Forretress.


Team Options
========

Machamp appreciates U-Turn and Volt Switch support, making Pokemon such as Forretress, Jirachi, and Crobat ideal partners. Machamp also appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Assault Vest Machamp likes Rapid Spin or Defog support, which allows it to stay in the game longer; however, if Machamp is running Guts, it does not necessarily mind getting poisoned by one layer of Toxic Spikes. Machamp is also a decent stallbreaker, allowing it to partner well with offensive sweepers such as Sharpedo, Yanmega, and Mega Absol.


Choice Band
########
name: Choice Band
move 1: Close Combat / Dynamic Punch
move 2: Knock Off / Ice Punch / Stone Edge
move 3: Heavy Slam
move 4: Bullet Punch / Ice Punch
ability: Guts / No Guard
item: Choice Band
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Close Combat is a primary STAB option that should be used with Guts, while Dynamic Punch should be used with No Guard. Both of these moves are reliable and can wallbreak effectively, especially alongside Stealth Rock. Machamp's Guts set also reaches new level of power with Choice Band, allowing it to 2HKO the entire unresisted metagame when inflicted with a status. Dynamic Punch is still as reliable as ever with its 100% confusion, creating more set up and wallbreaking opportunities for Machamp and its teammates. Knock Off is an ideal move to remove the items of Machamp's switch-ins, such as Crobat and bulky Ground-, Water-, and Fairy-types, while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types; a one-on-one situations against Gligar is a notable case scenario where Ice Punch is very useful. Stone Edge can be used as an option to hit Fire-, Flying-, and rare Ice-types in the tier with the No Guard ability, and it is particularly effective against Machamp's primary counter, Crobat.

Set Details
========

An Adamant nature and 252 Attack EVs ensures that Machamp hits as hard as possible. 252 Speed EVs allow Machamp to outspeed all uninvested base 85 Speed Pokemon, including Suicune, Gligar, and almost all bulky Pokemon ranging from Empoleon to Mega Blastoise. Guts allows Machamp to absorb most status moves and dish back 1.5x damage. No Guard lets Machamp use 100% accurate Dynamic Punches, creating more set up and wallbreaking opportunities for your team, as well as making Stone Edge 100% accurate; however, Machamp will also be hit by all incoming attacks.

Usage Tips
========

Choice Band Machamp is best used as physical wallbreaker and stallbreaker. Machamp should always opt to use its Fighting-type STAB moves when there are few to no resistances on the opponent's team. Unfortunately, Choice Band Machamp cannot sponge many hits from other wallbreakers and will fall to most Choice Band STAB hits and most Flying- and Psychic-type attacks. As such, avoid using Choice Band Machamp as a lead, as you do not want to get caught against an opposing faster wallbreaker such as Darmanitan, Choice Band Entei, or Mienshao.

Team Options
========

Machamp appreciates U-turn and Volt Switch support, making Pokemon such as Forretress, Jirachi, and Crobat ideal partners. It further appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Machamp, like most Fighting types, appreciates Rapid Spin or Defog support, as it is affected by all three entry hazards. However, if running Guts, Machamp will appreciate being poisoned by one layer of Toxic Spikes. Because Choice Band Machamp is the perfect wallbreaker, it can the pave way for other physical and special sweepers such as Sharpedo, Yanmega, and Mega Absol. Pokemon that appreciate the removal of Blissey, Snorlax, and other special walls specifically enjoy Machamp's wallbreaking capabilities.

Other Options
########

Machamp's diverse movepool allows it to take on a number of threats. For example, Fire Punch can be used to take down Forretress as early as possible; however, Machmp suffers from four-moveslot syndrome when using other options. A Bulk Up and No Guard set with a spread of 252 HP / 172 SpD / 84 Spe or alternatively, a more offensive spread of 172 HP / 252 Atk / 84 Spe can be used. Machamp has access to Substitute and Focus Punch alongside Leftovers and Dynamic Punch. Machamp can also use Life Orb with Guts, but this takes away from Machamp's longevity. Machamp's Speed EVs can be altered on both sets to take on more specific threats. Earthquake can be used to take on Nidoqueen and Tentacruel. Machamp can also opt to use both Heavy Slam and Bullet Punch alongside Knock Off, although this takes away Machamp's offensive coverage against Flying-types.


Checks & Counters
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**Flying-types**: Brave Bird from most Pokemon, bar bulky Crobat, will generally OHKO Machamp. Mega Pidgeot will also OHKO the Choice Band set with Hurricane.

**Psychic-types**: Most fast and powerful Psychic-types, such as Alakazam and Life Orb Starmie, can revenge kill Machamp with Psyshock.

**Fairy-types**: Unless Machamp predicts the switch in with Heavy Slam, most Fairy-types such as Florges or Whimsicott will be able to respond with a hard-hitting Moonblast. Whimsicott can also encore Machamp into a poor attacking option, giving the opponent the opportunity to deal with Machamp effectively. Granbull also causes Machamp serious problems, as it sponges all of Machamp's moves, even Heavy Slam.

**Physical Wallbreakers**: Most Choice Band users with access to Close Combat, High Jump Kick, or Flare Blitz will be able to OHKO Machamp's Choice Band set. Threats include Entei, Mienshao, Darmanitan, and Haxorus.

**PP Stall**: Machamp only has a limited amount of Close Combats and Dynamic Punches. Pokemon such as Alomomola and Chesnaught work around Machamp perfectly in this fashion.
 
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Meru

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I don't think AV Guts outclasses AV No Guard, so you should probably just make the AV set both abilities. I'd also remove Justified from C&C, as that's not really needed to be mentioned as a Machamp counter, as many of them can't take CC.

AV should be the first set, as it's much more splashable and usable on teams with that extra special bulk.

QC 1/3
 
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Kink

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I don't think AV Guts outclasses AV No Guard, so you should probably just make the AV set both abilities. I'd also remove Justified from C&C, as that's not really needed to be mentioned as a Machamp counter, as many of them can't take CC.

AV should be the first set, as it's much more splashable and usable on teams with that extra special bulk.
Done. Left justified in just to get a couple more opinions (don't take it personally, just want to get some more opinions, and will take it out if others concur).


ready for second check.
 
In Team Options I think you should talk a lot more about /offensive/ teammates (every Pokemon appreciates Spin/Defog support) that have good synergy with for CB you can talk about how it breaks down physically defensive walls, Fairies, etc to make room for stuff like Mega Absol / Mega Sharpedo / whatever else you think of to have an easier time going through teams.

Slash No Guard on AV like Meru said, instead of keeping it in other options. It isn't outclassed because it doesn't drop your defenses. In fact, I'd slash No Guard before Guts for exactly this reason. Edit the details of the AV analysis accordingly. Earthquake is an Other Option to hit stuff like Nidoqueen and Tentacruel for harder damage. Remove Justified from C&C. And also, you forgot the biggest thing to put in C&C, which is Flying types.
 
You haven't fully implemented the change in the AV set; for example DynamicPunch isn't even slashed with CC in the set. Specifically mention that it doesn't drop your defenses in Moves since that's the main reason for using No Guard. Just go through the whole AV portion of it and make sure you add stuff that's relevant for no guard (ex: it's no longer necessarily status absorbing). EQ isn't mentioned in OO yet either. Remove the last bullet point in OO as well for obvious reasons.
 
What's the Speed doing for the Ass Vest set? It's enough to outspeed min speed Swampert, Abomasnow, Porygon2 and Empoleon. Defensive Swampert hates switching into Dynamic Punch Machamp, but Machamp can't switch in either and CC is a 3HKO (0 Atk Swampert Earthquake vs. -2 212 HP / 0 Def Machamp: 280-331 (74.8 - 88.5%) -- guaranteed 2HKO). Offensive (Mega) Swampert is faster, invests in speed and 2HKOes. Empoleon and Porygon2 have no reason to stay in against Machamp, other than a sac. Aboma always runs speed and Machamp will be faster after it megas anyway, also Wood Hammer + Ice Shard OHKO Champ, so it can't switch in.

I'm really not seeing what that speed investment is doing.

How's No Guard the secondary option? Literally the only status Machamp will be absorbing is Scald constantly, which isn't bad but there are far better Scald absorbers. It threatens Toxic Spikes team but that move usually comes with Nidoqueen / Qwilfish and both beat Guts Machamp. There are only two common Thunder Wave users, one loses to Dynamic Punch and the other flinches Machamp until it dies. Getting burned and 'beating' Suicune is fine, but not getting burned and losing all your PP to not kill Suicune isn't. Switching into a burned Machamp is hard, but a burned Machamp can't even switch into Umbreon / Blissey without dying to passive damage + Foul Play / Seismic Toss + Protect. I don't think people realize how much residual damage a burned Machamp takes, so let me show you:

- 4 SpA Suicune Scald vs. 212 HP / 0 SpD Assault Vest Machamp: 61-73 (16.3 - 19.5%). 6.25 from switching in and 12.5 from burn. Machamp sits at 64.95%
- Suicune uses Scald again, Machamp uses Close Combat 252+ Atk Guts Machamp Close Combat vs. 252 HP / 252+ Def Suicune: 211-250 (52.2 - 61.8%) -- 97.7% chance to 2HKO after Leftovers recovery. Suicune gets easily 2HKO, Machamp takes Scald and burn damage, and now it has -Sdef. Machamp is at 36.15
- Same moves. Suicune dies. 4 SpA Suicune Scald vs. -1 212 HP / 0 SpD Assault Vest Machamp: 93-109 (24.8 - 29.1%). Machamp dies

It does worse against Vaporeon, because higher SAtk and Protect. Mega Blastoise 2HKOes thanks to the burn damage + def drop.

You are trading the ability to threaten every single switching that isn't a Ghost-type Pokemon, with the ability to trade kills with Suicune if you do get burned and the opponent doesn't switch out, after doing 64%~ damage to Machamp, to preserve their 50% Suicune, because it can sweep later while Machamp can't switch in again.

So what is Guts Machamp doing exactly? I don't see it. No Guard has been the standard on every good Machamp for about 8 years, why is Guts suddenly the better option?
 
Idk, 84 Speed could do too to outspeed neutral no EV Umbreon before it can Toxic Machamp and put a timer on its longevity.
 

Kink

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What's the Speed doing for the Ass Vest set? It's enough to outspeed min speed Swampert, Abomasnow, Porygon2 and Empoleon. Defensive Swampert hates switching into Dynamic Punch Machamp, but Machamp can't switch in either and CC is a 3HKO (0 Atk Swampert Earthquake vs. -2 212 HP / 0 Def Machamp: 280-331 (74.8 - 88.5%) -- guaranteed 2HKO). Offensive (Mega) Swampert is faster, invests in speed and 2HKOes. Empoleon and Porygon2 have no reason to stay in against Machamp, other than a sac. Aboma always runs speed and Machamp will be faster after it megas anyway, also Wood Hammer + Ice Shard OHKO Champ, so it can't switch in.

I'm really not seeing what that speed investment is doing.

How's No Guard the secondary option? Literally the only status Machamp will be absorbing is Scald constantly, which isn't bad but there are far better Scald absorbers. It threatens Toxic Spikes team but that move usually comes with Nidoqueen / Qwilfish and both beat Guts Machamp. There are only two common Thunder Wave users, one loses to Dynamic Punch and the other flinches Machamp until it dies. Getting burned and 'beating' Suicune is fine, but not getting burned and losing all your PP to not kill Suicune isn't. Switching into a burned Machamp is hard, but a burned Machamp can't even switch into Umbreon / Blissey without dying to passive damage + Foul Play / Seismic Toss + Protect. I don't think people realize how much residual damage a burned Machamp takes, so let me show you:

- 4 SpA Suicune Scald vs. 212 HP / 0 SpD Assault Vest Machamp: 61-73 (16.3 - 19.5%). 6.25 from switching in and 12.5 from burn. Machamp sits at 64.95%
- Suicune uses Scald again, Machamp uses Close Combat 252+ Atk Guts Machamp Close Combat vs. 252 HP / 252+ Def Suicune: 211-250 (52.2 - 61.8%) -- 97.7% chance to 2HKO after Leftovers recovery. Suicune gets easily 2HKO, Machamp takes Scald and burn damage, and now it has -Sdef. Machamp is at 36.15
- Same moves. Suicune dies. 4 SpA Suicune Scald vs. -1 212 HP / 0 SpD Assault Vest Machamp: 93-109 (24.8 - 29.1%). Machamp dies

It does worse against Vaporeon, because higher SAtk and Protect. Mega Blastoise 2HKOes thanks to the burn damage + def drop.

You are trading the ability to threaten every single switching that isn't a Ghost-type Pokemon, with the ability to trade kills with Suicune if you do get burned and the opponent doesn't switch out, after doing 64%~ damage to Machamp, to preserve their 50% Suicune, because it can sweep later while Machamp can't switch in again.

So what is Guts Machamp doing exactly? I don't see it. No Guard has been the standard on every good Machamp for about 8 years, why is Guts suddenly the better option?

Non-band champ shouldn't be taking on Cune, unless it's already status'ed AND near full health, AND running CC. I'm fairly notorious for running the first band dynamic set, and although the power + confusion hax is wonderful, unless I have rocks up, I'm not 2OKOing cune any day. Pressure stall + limited PP does not make a non-band situation ideal for machamp, so AV is more designed to take on stuff like Hydreigon and Mega Blastoise, and usually only as a hit and run wallbreaking strategy.

I'll hold off on writing the analysis until we come to some sort of consensus; no need to rush this c:

edit: Hikari, I also think it's important to mention that yes, Machamp has been running the notorious dynamic set for years, but the current meta likes CC a bit better, as long as we're talking about the AV set. Have you seen the damage output from a guts banded CC?
 
Like I said before No Guard really needs to go first without a doubt, /especially/ on AV. If you go for burns and defense drops with AV Machamp, you're no longer able to check the stuff like Scarf Hydreigon that you're supposed to. If you refer to your SPL game against Meru, I believe you used CC with your AV Machamp against a Mega Blastoise, forcing you to switch out on the second turn due to the SpDef drop. DynamicPunch would have likely instead forced him out due to possible confusion and not being able to KO you on the second turn. This is exactly the type of situation that makes No Guard AV better than Guts AV: while Guts has a slightly stronger STAB move and the ability to absorb Scald, it gets worn down/weakened too easily to actually perform its role in the first place. Guts can be good on Band, but AV definitely prefers No Guard.

Edit: 2/3
 
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Kink

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Like I said before No Guard really needs to go first without a doubt, /especially/ on AV. If you go for burns and defense drops with AV Machamp, you're no longer able to check the stuff like Scarf Hydreigon that you're supposed to. If you refer to your SPL game against Meru, I believe you used CC with your AV Machamp against a Mega Blastoise, forcing you to switch out on the second turn due to the SpDef drop. DynamicPunch would have likely instead forced him out due to possible confusion and not being able to KO you on the second turn. This is exactly the type of situation that makes No Guard AV better than Guts AV: while Guts has a slightly stronger STAB move and the ability to absorb Scald, it gets worn down/weakened too easily to actually perform its role in the first place. Guts can be good on Band, but AV definitely prefers No Guard.
bb, AV was changed like 30 minutes ago lol
 

GatoDelFuego

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Overview
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Machamp sports a great base 130 Attack, (AC) which makes it ideal for wallbreaking. No Guard allows for a 100% accurate Dynamic Punch for free confusion, providing Machamp and its teammates momentum more 50/50 opportunities I like this better than "more 50/50s"; replace it with something else similar is momentum is totally off. Guts boosts Machamp's Attack by 1.5x after it gets if Machamp statused, making it letting Machamp hit even harder for optimal wallbreaking. A diverse movepool allows Machamp to take on a number of threats and switch-ins with its Choice Band set, while decent 90 / 80 / 85 bulk allows it to use an Assault Vest set, which lets Machamp take on high-powered threats such as Hydreigon. Overall, Machamp is a very useful and competitive Pokemon that has helped shape balance and bulky offense playstyles, and is a great option as a wallbreaker for most offensive teams.

Assault Vest
########
name: Assault Vest
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Stone Edge / Ice Punch
move 4: Heavy Slam / Bullet Punch
ability: No Guard / Guts
item: Assault Vest
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========

Dynamic Punch is Machamp's primary STAB move when used alongside No Guard, while Close Combat is Machamp's primary STAB move when used alongside Guts. Both of these STABs moves are reliable and will often do decent damage to most non-resisted threats. Overall, No Guard is the more reliable option as it extends Machamp's longevity while creating 50/50 opportunities replace here with something better too via Dynamic Punch. Knock off is an ideal move to cause remove the items of Machamp's switch-ins, such as Crobat, (RC) and bulky Ground-, Water-, (AC) and Fairy-types, (AC) some utility problems while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types. Stone Edge can be used as an option to hit Fire-, Flying-, (AC) and rare Ice-types in the tier with the No Guard ability. The choice between Heavy Slam and Bullet Punch has to do with your preference of either hitting Florges and Whimsicott hard with Heavy Slam, (RC) or using Bullet Punch as a late-game sweeping move to KO injured threats, like such as Mega Aerodactyl.


Set Details
========

Assault Vest Machamp can absorb moderate special attacks far better than its Choice Band counterpart. 172 HP EVs grant Machamp some much-needed bulk, allowing it to sponge hits from Pokemon such as Hydreigon when used alongside Assault Vest. 84 Speed EVs are used to outspeed all base 65 Pokemon, including Vaporeon, Umbreon, and Chesnaught. An Adamant nature and 252 Attack EVs allows Machamp to hit as hard as possible as a physical wallbreaker. No Guard allows Machamp to get the 100% confusion, which creates more 50/50 opportunities where none existed before same, while Guts allows Machamp to absorb status and hit 1.5x harder; however, No Guard is generally the better option as this will also retain Machamp's moderate bulk, as Close Combat lowers Defense and Special Defense by 0.67x after one use.


Usage Tips
========

Assault Vest Machamp with No Guard should use Dynamic Punch to create setup opportunities for your teams whilst while delivering moderate wallbreaking potential. Assault Vest Machamp with Guts should be used as a status-absorbing wallbreaker. After taking a Will-O-Wisp or Toxic, Machamp wallbreaks as well as its Choice Banded counterpart whilst while having the ability to work around special attacks and switch moves. Machamp should always opt to use its Fighting-type STAB moves when there are few-to-no resistances on the opponent's team. It is important to note that this set works well with momentum support, such as Wish + Baton Pass Vaporeon or slow Alternatively, say "slow Volt Switch users, such as Forretress" Volt Switch Forretress.


Team Options
========

Machamp appreciates U-turn / slow Volt Switch support, making Pokemon like such as Forretress, Jirachi, and Crobat ideal partners. Machamp also appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Assault Vest Machamp likes Rapid Spin or Defog support as this allows it to stay in the game longer; however, if Machamp is running Guts, it does not necessarily mind getting poisoned by one layer of Toxic Spikes. Machamp is also a decent stallbreaker, allowing it to partners well with offensive sweepers such as Sharpedo, Yanmega, or Mega Absol.


Choice Band
########
name: Choice Band
move 1: Close Combat / Dynamic Punch
move 2: Knock Off / Ice Punch / Stone Edge
move 3: Heavy Slam
move 4: Bullet Punch / Ice Punch
ability: Guts / No Guard
item: Choice Band
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Close Combat is a primary STAB option that should be used with Guts, (AC) while Dynamic Punch is a secondary STAB option that should be used with No Guard. Both of these STABs moves are reliable and will often can wallbreak effectively, especially alongside Stealth Rock. Machamp's Guts set also reaches new level of power with Choice Band, allowing it to 2HKO the entire unresisted metagame. Dynamic Punch is still as reliable as ever, creating much-needed 50/50 opportunities for Machamp and its teammates. Knock off is an ideal move to cause remove the items of Machamp's switch-ins, like such as Crobat, (RC) and bulky Ground-, Water-, (AC) and Fairy-types some utility problems, while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types; a one-on-one situations against Gligar is a notable case scenario where Ice Punch is very useful. Stone Edge can be used as an option to hit Fire-, Flying-, (AC) and rare Ice-types in the tier with the No Guard ability, and is particularly effective against Machamp's primary counter, (comma) Crobat.

Set Details
========

An Adamant nature and 252 Attack EVs ensures that Machamp hits as hard as possible. 252 Speed EVs allows Machamp to outspeed all base 85 Speed tier Pokemon, including Crocune Suicune, Gligar, as well as outspeed and almost all bulky Pokemon ranging from Empoleon to Mega Blastoise. Guts allows you Machamp to absorb most status moves and dish back 1.5x damage. No Guard lets Machamp hit use 100% accurate Dynamic Punches, creating more 50/50 opportunities for your team, as well as making Stone Edge 100% accurate; however, Machamp will also be hit by all incoming attacks.

Usage Tips
========

Choice Band Machamp is best used as physical wallbreaker and stallbreaker. Machamp should always opt to use its Fighting-type STAB moves when there are few-to-no resistances on the opponent's team. Unfortunately, Choice Band Machamp cannot sponge many hits, and will fall to most Choice Band STAB hits, as well as get OHKOed by most super effective attacks. Either give specific examples or remove this, because it is too vague at the moment and doesn't provide much information As such, avoid using Choice Band Machamp as a lead, as you do not want to get caught against an opposing faster wallbreaker such as Darmanitan, Choice Band Entei, or Mienshao.

Team Options
========

Machamp appreciates U-turn and slow Volt Switch support, making Pokemon like such as Forretress, Jirachi, and Crobat ideal partners. It further appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Machamp, like most Fighting-types, appreciates Rapid Spin or Defog support, as it is affected by all three entry hazards. However, if running Guts, Machamp will appreciate a non-Toxic poison from one layer of Toxic Spikes. Since Because Choice Band Machamp is the perfect wallbreaker, it can pave the way for other physical and special sweepers such as Sharpedo, Yanmega, or Mega Absol. Pokemon that appreciate the removal of Blissey, Snorlax, and other special walls specifically enjoy Machamp's wallbreaking capabilities.

Other Options
########

Machamp's diverse movepool allows it to take on a number of threats. For example, Fire Punch can be used to take down Forretress as early as possible; however, Machmp suffers from four-moveslot syndrome when using other options. A Bulk Up and No Guard set with a spread of 252 HP / 172 SpD / 84 Spe can be used, or alternatively, a more offensive spread of 172 HP / 252 Atk / 84 Spe can be used. Machamp has access to Substitute and Focus Punch making this a viable option alongside Leftovers and Dynamic Punch. Machamp can also use Life Orb with Guts, but takes away from Machamp's longevity. Machamp's Speed EVs can be altered on both sets to take on more specific threats. Earthquake can be used to take on Nidoqueen and Tentacruel. Machamp can also opt to use both Heavy Slam and Bullet Punch alongside Knock Off, although this takes away Machamp's offensive coverage against Flying-types.


Checks & Counters
########

**Flying-types** Brave Bird will generally OHKO from most Pokemon, bar bulky Crobat. Mega Pidgeot will also OHKO the Choice Band set with Hurricane.

**Psychic-types** Most fast and powerful Psychic-types, like such as Alakazam and Life Orb Starmie, can revenge kill Machamp with Psyshock.

**Fairy-types** Unless Machamp predicts the switch in with Heavy Slam, most Fairy-types like such as Florges or Whimsicott will be able to respond with a hard-hitting Moonblast. Whimsicott can also encore Machamp into a poor attacking option, giving the opponent the opportunity to deal with Machamp effectively. Granbull also causes Machamp serious problems, as it sponges all of Machamp's moves, even Heavy Slam.

**Physical Wallbreakers** Most Choice Band users with access to Close Combat, High Jump Kick, or Flare Blitz will be able to OHKO Machamp's Choice Band set. Threats range from Choice Band Entei, Choice Scarf/Band remove all the spaces around the hyphens similarly Mienshao, Choice Scarf / Choice Band Darmanitan, and Life Orb / Choice Band Haxorus.

**PP Stall** Machamp only has a limited amount of Close Combats and Dynamic Punches. Pokemon like such as Alomomola and Chesnaught work around Machamp perfectly in this fashion.

1/2

Overall I don't think "creates 50/50 situations" is a very good word choice. It just sounds awkward to me; the overall goal is to either gain free turns or momentum or cause the opponent to damage themselves, so I think saying either of those is a better way of phrasing things.
 
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Kink

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King UU

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Overview
########

Machamp sports a great base 130 Attack, (AC) which makes it ideal for wallbreaking. No Guard allows for a 100% accurate Dynamic Punch for free confusion, providing Machamp and its teammates momentum more 50/50 opportunities I like this better than "more 50/50s"; replace it with something else similar is momentum is totally off. Guts boosts Machamp's Attack by 1.5x after it gets if Machamp statused, making it letting Machamp hit even harder for optimal wallbreaking. A diverse movepool allows Machamp to take on a number of threats and switch-ins with its Choice Band set, while decent 90 / 80 / 85 bulk allows it to use an Assault Vest set, which lets Machamp take on high-powered threats such as Hydreigon. Overall, Machamp is a very useful and competitive Pokemon that has helped shape balance and bulky offense playstyles, and is a great option as a wallbreaker for most offensive teams.

Assault Vest
########
name: Assault Vest
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Stone Edge / Ice Punch
move 4: Heavy Slam / Bullet Punch
ability: No Guard / Guts
item: Assault Vest
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========

Dynamic Punch is Machamp's primary STAB move when used alongside No Guard, while Close Combat is Machamp's primary STAB move when used alongside Guts. Both of these STABs moves are reliable and will often do decent damage to most non-resisted threats. Overall, No Guard is the more reliable option as it extends Machamp's longevity while creating 50/50 opportunities replace here with something better too via Dynamic Punch. Knock off is an ideal move to cause remove the items of Machamp's switch-ins, such as Crobat, (RC) and bulky Ground-, Water-, (AC) and Fairy-types, (AC) some utility problems while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types. Stone Edge can be used as an option to hit Fire-, Flying-, (AC) and rare Ice-types in the tier with the No Guard ability. The choice between Heavy Slam and Bullet Punch has to do with your preference of either hitting Florges and Whimsicott hard with Heavy Slam, (RC) or using Bullet Punch as a late-game sweeping move to KO injured threats, like such as Mega Aerodactyl.


Set Details
========

Assault Vest Machamp can absorb moderate special attacks far better than its Choice Band counterpart. 172 HP EVs grant Machamp some much-needed bulk, allowing it to sponge hits from Pokemon such as Hydreigon when used alongside Assault Vest. 84 Speed EVs are used to outspeed all base 65 Pokemon, including Vaporeon, Umbreon, and Chesnaught. An Adamant nature and 252 Attack EVs allows Machamp to hit as hard as possible as a physical wallbreaker. No Guard allows Machamp to get the 100% confusion, which creates more 50/50 opportunities where none existed before same, while Guts allows Machamp to absorb status and hit 1.5x harder; however, No Guard is generally the better option as this will also retain Machamp's moderate bulk, as Close Combat lowers Defense and Special Defense by 0.67x after one use.


Usage Tips
========

Assault Vest Machamp with No Guard should use Dynamic Punch to create setup opportunities for your teams whilst while delivering moderate wallbreaking potential. Assault Vest Machamp with Guts should be used as a status-absorbing wallbreaker. After taking a Will-O-Wisp or Toxic, Machamp wallbreaks as well as its Choice Banded counterpart whilst while having the ability to work around special attacks and switch moves. Machamp should always opt to use its Fighting-type STAB moves when there are few-to-no resistances on the opponent's team. It is important to note that this set works well with momentum support, such as Wish + Baton Pass Vaporeon or slow Alternatively, say "slow Volt Switch users, such as Forretress" Volt Switch Forretress.


Team Options
========

Machamp appreciates U-turn / slow Volt Switch support, making Pokemon like such as Forretress, Jirachi, and Crobat ideal partners. Machamp also appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Assault Vest Machamp likes Rapid Spin or Defog support as this allows it to stay in the game longer; however, if Machamp is running Guts, it does not necessarily mind getting poisoned by one layer of Toxic Spikes. Machamp is also a decent stallbreaker, allowing it to partners well with offensive sweepers such as Sharpedo, Yanmega, or Mega Absol.


Choice Band
########
name: Choice Band
move 1: Close Combat / Dynamic Punch
move 2: Knock Off / Ice Punch / Stone Edge
move 3: Heavy Slam
move 4: Bullet Punch / Ice Punch
ability: Guts / No Guard
item: Choice Band
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Close Combat is a primary STAB option that should be used with Guts, (AC) while Dynamic Punch is a secondary STAB option that should be used with No Guard. Both of these STABs moves are reliable and will often can wallbreak effectively, especially alongside Stealth Rock. Machamp's Guts set also reaches new level of power with Choice Band, allowing it to 2HKO the entire unresisted metagame. Dynamic Punch is still as reliable as ever, creating much-needed 50/50 opportunities for Machamp and its teammates. Knock off is an ideal move to cause remove the items of Machamp's switch-ins, like such as Crobat, (RC) and bulky Ground-, Water-, (AC) and Fairy-types some utility problems, while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types; a one-on-one situations against Gligar is a notable case scenario where Ice Punch is very useful. Stone Edge can be used as an option to hit Fire-, Flying-, (AC) and rare Ice-types in the tier with the No Guard ability, and is particularly effective against Machamp's primary counter, (comma) Crobat.

Set Details
========

An Adamant nature and 252 Attack EVs ensures that Machamp hits as hard as possible. 252 Speed EVs allows Machamp to outspeed all base 85 Speed tier Pokemon, including Crocune Suicune, Gligar, as well as outspeed and almost all bulky Pokemon ranging from Empoleon to Mega Blastoise. Guts allows you Machamp to absorb most status moves and dish back 1.5x damage. No Guard lets Machamp hit use 100% accurate Dynamic Punches, creating more 50/50 opportunities for your team, as well as making Stone Edge 100% accurate; however, Machamp will also be hit by all incoming attacks.

Usage Tips
========

Choice Band Machamp is best used as physical wallbreaker and stallbreaker. Machamp should always opt to use its Fighting-type STAB moves when there are few-to-no resistances on the opponent's team. Unfortunately, Choice Band Machamp cannot sponge many hits, and will fall to most Choice Band STAB hits, as well as get OHKOed by most super effective attacks. Either give specific examples or remove this, because it is too vague at the moment and doesn't provide much information As such, avoid using Choice Band Machamp as a lead, as you do not want to get caught against an opposing faster wallbreaker such as Darmanitan, Choice Band Entei, or Mienshao.

Team Options
========

Machamp appreciates U-turn and slow Volt Switch support, making Pokemon like such as Forretress, Jirachi, and Crobat ideal partners. It further appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Machamp, like most Fighting-types, appreciates Rapid Spin or Defog support, as it is affected by all three entry hazards. However, if running Guts, Machamp will appreciate a non-Toxic poison from one layer of Toxic Spikes. Since Because Choice Band Machamp is the perfect wallbreaker, it can pave the way for other physical and special sweepers such as Sharpedo, Yanmega, or Mega Absol. Pokemon that appreciate the removal of Blissey, Snorlax, and other special walls specifically enjoy Machamp's wallbreaking capabilities.

Other Options
########

Machamp's diverse movepool allows it to take on a number of threats. For example, Fire Punch can be used to take down Forretress as early as possible; however, Machmp suffers from four-moveslot syndrome when using other options. A Bulk Up and No Guard set with a spread of 252 HP / 172 SpD / 84 Spe can be used, or alternatively, a more offensive spread of 172 HP / 252 Atk / 84 Spe can be used. Machamp has access to Substitute and Focus Punch making this a viable option alongside Leftovers and Dynamic Punch. Machamp can also use Life Orb with Guts, but takes away from Machamp's longevity. Machamp's Speed EVs can be altered on both sets to take on more specific threats. Earthquake can be used to take on Nidoqueen and Tentacruel. Machamp can also opt to use both Heavy Slam and Bullet Punch alongside Knock Off, although this takes away Machamp's offensive coverage against Flying-types.


Checks & Counters
########

**Flying-types** Brave Bird will generally OHKO from most Pokemon, bar bulky Crobat. Mega Pidgeot will also OHKO the Choice Band set with Hurricane.

**Psychic-types** Most fast and powerful Psychic-types, like such as Alakazam and Life Orb Starmie, can revenge kill Machamp with Psyshock.

**Fairy-types** Unless Machamp predicts the switch in with Heavy Slam, most Fairy-types like such as Florges or Whimsicott will be able to respond with a hard-hitting Moonblast. Whimsicott can also encore Machamp into a poor attacking option, giving the opponent the opportunity to deal with Machamp effectively. Granbull also causes Machamp serious problems, as it sponges all of Machamp's moves, even Heavy Slam.

**Physical Wallbreakers** Most Choice Band users with access to Close Combat, High Jump Kick, or Flare Blitz will be able to OHKO Machamp's Choice Band set. Threats range from Choice Band Entei, Choice Scarf/Band remove all the spaces around the hyphens similarly Mienshao, Choice Scarf / Choice Band Darmanitan, and Life Orb / Choice Band Haxorus.

**PP Stall** Machamp only has a limited amount of Close Combats and Dynamic Punches. Pokemon like such as Alomomola and Chesnaught work around Machamp perfectly in this fashion.

1/2

Overall I don't think "creates 50/50 situations" is a very good word choice. It just sounds awkward to me; the overall goal is to either gain free turns or momentum or cause the opponent to damage themselves, so I think saying either of those is a better way of phrasing things.
Why was "Overall, Machamp is a very useful and competitive Pokemon that has helped shape balance and bulky offense playstyles, and is a great option as a wallbreaker for most offensive teams" deleted? I felt that was an important concluding point that sums up Machamp's involvement in the tier.
 

GatoDelFuego

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Why was "Overall, Machamp is a very useful and competitive Pokemon that has helped shape balance and bulky offense playstyles, and is a great option as a wallbreaker for most offensive teams" deleted? I felt that was an important concluding point that sums up Machamp's involvement in the tier.
Thing is overviews don't need to sum up what a pokemon does with a wrap-up sentence; they do that by providing information throughout the paragraph. I mean, the whole point of that sentence is to say Machamp is a good wallbreaker for bulky offense, which was pretty much already said about 3 other times throughout the overview.

Basically overviews don't function like introductions from english papers. There's no need for a 'concluding point'. If I deleted anything that wasn't already said, on the other hand, feel free to rephrase the sentence to focus on that.
 

Kink

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Thing is overviews don't need to sum up what a pokemon does with a wrap-up sentence; they do that by providing information throughout the paragraph. I mean, the whole point of that sentence is to say Machamp is a good wallbreaker for bulky offense, which was pretty much already said about 3 other times throughout the overview.

Basically overviews don't function like introductions from english papers. There's no need for a 'concluding point'. If I deleted anything that wasn't already said, on the other hand, feel free to rephrase the sentence to focus on that.
This has been done.

Ready for second check.
 

ryan

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Overview
########

Machamp sports a great base 130 Attack, which makes it ideal for wallbreaking. No Guard allows for a 100% accurate Dynamic Punch for free confusion, providing Machamp and its teammates more opportunities to set up, wallbreak, or recover lost momentum. Guts boosts Machamp's Attack by 1.5x when statused, letting Machamp hit even harder for optimal wallbreaking. A diverse movepool allows Machamp to take on a number of threats and switch-ins with its Choice Band set, while decent 90 / 80 / 85 bulk allows it to use an Assault Vest set, which lets Machamp take on high-powered threats such as Hydreigon.

Assault Vest
########
name: Assault Vest
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Stone Edge / Ice Punch
move 4: Heavy Slam / Bullet Punch
ability: No Guard / Guts
item: Assault Vest
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========

Dynamic Punch is Machamp's primary STAB move when used alongside No Guard, while Close Combat is Machamp's primary STAB move when used alongside Guts. Both of these moves are reliable and will often do decent damage to most non-resisted threats. Overall, No Guard is the more reliable option as Dynamic Punch creates more set up, wallbreaking, and cleric opportunities. (you cover this later on where it's supposed to be covered, in Set Details) Knock Off off is an ideal move to remove the items of Machamp's switch-ins, such as Crobat and bulky Ground-, Water- and Fairy-types, while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types. Stone Edge can be used as an option to hit Fire-, Flying-, and rare Ice-types in the tier reliably with the No Guard ability. The choice between Heavy Slam and Bullet Punch has to do with your preference of either hitting Florges and Whimsicott hard with Heavy Slam or using Bullet Punch as a late-game sweeping move (is it actually used to sweep? if so, go ahead and keep this and just add "and" after it) to KO injured threats, such as Mega Aerodactyl.


Set Details
========

Assault Vest Machamp can absorb moderate special sttacks attacks far better than its Choice Band counterpart. 172 HP EVs grant Machamp some much-needed bulk, allowing it to sponge hits from Pokemon such as Hydreigon when used alongside Assault Vest. 84 Speed EVs are used to outspeed all base 65 Pokemon, including Vaporeon, Umbreon, and Chesnaught. An Adamant nature and 252 Attack EVs allows Machamp to hit as hard as possible as a physical wallbreaker. No Guard allows Machamp to use Dynamic Punch and get the 100% confusion, which creates more set up, wallbreaking, and cleric opportunities, while Guts allows Machamp to absorb status and hit 1.5x harder; however, No Guard is generally the better option as this will also retain Machamp's moderate bulk, as Close Combat lowers Defense and Special Defense by 0.67x after one use.


Usage Tips
========

Assault Vest Machamp with No Guard should use Dynamic Punch to create setup opportunities for your team while delivering moderate wallbreaking potential. Assault Vest Machamp with With Guts,(AC) Machamp should be used as a status-absorbing wallbreaker. After taking a Will-O-Wisp or Toxic, Guts Machamp wallbreaks as well as its Choice Banded counterpart while having the ability to work around special attacks and switch moves. Machamp should always opt to use its Fighting-type STABs when there are few(remove hyphen) to(remove hyphen) no resistances on the opponents team. It is important to note that this set works well with momentum support, such as Wish + Baton Pass Vaporeon or slow Volt Switch users such as Forretress.


Team Options
========

Machamp appreciates slow U-Turn and slow Volt Switch support, making Pokemon such as Forretress, Jirachi, and Crobat ideal partners. Machamp also appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Assault Vest Machamp likes Rapid Spin or Defog support,(AC) as this which allows it to stay in the game longer; however, if Machamp is running Guts, it does not necessarily mind getting poisoned by one layer of Toxic Spikes. Machamp is also a decent stallbreaker, allowing it to partner well with offensive sweepers such as Sharpedo, Yanmega, or and Mega Absol.


Choice Band
########
name: Choice Band
move 1: Close Combat / Dynamic Punch
move 2: Knock Off / Ice Punch / Stone Edge
move 3: Heavy Slam
move 4: Bullet Punch / Ice Punch
ability: Guts / No Guard
item: Choice Band
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Close Combat is a primary STAB option that should be used with Guts, while Dynamic Punch should be used with No Guard. Both of these moves are reliable and can wallbreak effectively, especially alongside Stealth Rock. Machamp's Guts set also reaches new level of power with Choice Band, allowing it to 2HKO the entire unresisted metagame when inflicted with a status (assuming this is what you meant). Dynamic Punch is still as reliable as ever with its 100% confusion, creating more set up and wallbreaking opportunities for Machamp and its teammates. Knock Off off is an ideal move to remove the items of Machamp's switch-ins, such as Crobat,(RC) and bulky Ground-, Water-, and Fairy-types, while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types; a one-on-one situations against Gligar is a notable case scenario where Ice Punch is very useful. Stone Edge can be used as an option to hit Fire-, Flying-, and rare Ice-types in the tier with the No Guard ability, and it is particularly effective against Machamp's primary counter, Crobat.

Set Details
========

An Adamant nature and 252 Attack EVs ensures that Machamp hits as hard as possible. 252 Speed EVs allow Machamp to outspeed all uninvested base 85 Speed Pokemon, including neutral Suicune, Gligar, and almost all bulky Pokemon ranging from Empoleon to Mega Blastoise. Guts allows Machamp to absorb most status moves and dish back 1.5x damage. No Guard lets Machamp use 100% accurate Dynamic Punches, creating more set up and wallbreaking opportunities for your team, as well as making Stone Edge 100% accurate; however, Machamp will also be hit by all incoming attacks.

Usage Tips
========

Choice Band Machamp is best used as physical wallbreaker and stallbreaker. Machamp should always opt to use its Fighting-type STAB moves when there are few(remove hyphen) to(remove hyphen) no resistances on the opponent's team. Unfortunately, Choice Band Machamp cannot sponge many hits from other wallbreakers,(RC) and will fall to most Choice Band STAB hits,(RC) as well as get OHKOed by and most Flying- and Psychic-type attacks. As such, avoid using Choice Band Machamp as a lead, as you do not want to get caught against an opposing faster wallbreaker such as Darmanitan, Choice Band Entei, or Mienshao.

Team Options
========

Machamp appreciates slow U-turn and slow Volt Switch support, making Pokemon such as Forretress, Jirachi, and Crobat ideal partners. It further appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Machamp, like most Fighting types, appreciates Rapid Spin or Defog support, as it is affected by all three entry hazards. However, if running Guts, Machamp will appreciate a non-Toxic poison from being poisoned by one layer of Toxic Spikes. Because Choice Band Machamp is the perfect wallbreaker, it can the pave way for other physical and special sweepers such as Sharpedo, Yanmega, or and Mega Absol. Pokemon that appreciate the removal of Blissey, Snorlax, and other special walls specifically enjoy Machamp's wallbreaking capabilities.

Other Options
########

Machamp's diverse movepool allows it to take on a number of threats. For example, Fire Punch can be used to take down Forretress as early as possible; however, Machmp suffers from four-moveslot syndrome when using other options. A Bulk Up and No Guard set with a spread of 252 HP / 172 SpD / 84 Spe can be used,(RC) or alternatively, a more offensive spread of 172 HP / 252 Atk / 84 Spe can be used. Machamp has access to Substitute and Focus Punch alongside Leftovers and Dynamic Punch. Machamp can also use Life Orb with Guts, but this takes away from Machamp's longevity. Machamp's Speed EVs can be altered on both sets to take on more specific threats. Earthquake can be used to take on Nidoqueen and Tentacruel. Machamp can also opt to use both Heavy Slam and Bullet Punch alongside Knock Off, although this takes away Machamp's offensive coverage against Flying-types.


Checks & Counters
########

**Flying-types**: Brave Bird from most Pokemon,(AC) bar bulky Crobat,(AC) will generally OHKO Machamp from most Pokemon, bar bulky Crobat. Mega Pidgeot will also OHKO the Choice Band set with Hurricane.

**Psychic-types**: Most fast and powerful Psychic-types, such as Alakazam and Life Orb Starmie, can revenge kill Machamp with Psyshock.

**Fairy-types**: Unless Machamp predicts the switch in with Heavy Slam, most Fairy-types such as Florges or Whimsicott will be able to respond with a hard-hitting Moonblast. Whimsicott can also encore Encore Machamp into a poor attacking option, giving the opponent the opportunity to deal with Machamp effectively. Granbull also causes Machamp serious problems, as it sponges all of Machamp's moves, even Heavy Slam.

**Physical Wallbreakers**: Most Choice Band users with access to Close Combat, High Jump Kick, or Flare Blitz will be able to OHKO Machamp's Choice Band set. Threats range from include Choice Band Entei, Choice Scarf/Choice Band Mienshao, Choice Scarf/Band Darmanitan, and Life Orb/Choice Band Haxorus (it didn't make sense to me to include items here because I'm pretty sure every common set from all of these Pokemon are really threatening to CB Machamp. if I'm missing something, you can readd them, but it seems unnecessary and looks clunky).

**PP Stall**: Machamp only has a limited amount of Close Combats and Dynamic Punches. Pokemon such as Alomomola and Chesnaught work around Machamp perfectly in this fashion.

your writing gives off a bit of a high school essay vibe at times, but overall, this was very well written.
GP 2/2
 

Kink

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Overview
########

Machamp sports a great base 130 Attack, which makes it ideal for wallbreaking. No Guard allows for a 100% accurate Dynamic Punch for free confusion, providing Machamp and its teammates more opportunities to set up, wallbreak, or recover lost momentum. Guts boosts Machamp's Attack by 1.5x when statused, letting Machamp hit even harder for optimal wallbreaking. A diverse movepool allows Machamp to take on a number of threats and switch-ins with its Choice Band set, while decent 90 / 80 / 85 bulk allows it to use an Assault Vest set, which lets Machamp take on high-powered threats such as Hydreigon.

Assault Vest
########
name: Assault Vest
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Stone Edge / Ice Punch
move 4: Heavy Slam / Bullet Punch
ability: No Guard / Guts
item: Assault Vest
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========

Dynamic Punch is Machamp's primary STAB move when used alongside No Guard, while Close Combat is Machamp's primary STAB move when used alongside Guts. Both of these moves are reliable and will often do decent damage to most non-resisted threats. Overall, No Guard is the more reliable option as Dynamic Punch creates more set up, wallbreaking, and cleric opportunities. (you cover this later on where it's supposed to be covered, in Set Details) Knock Off off is an ideal move to remove the items of Machamp's switch-ins, such as Crobat and bulky Ground-, Water- and Fairy-types, while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types. Stone Edge can be used as an option to hit Fire-, Flying-, and rare Ice-types in the tier reliably with the No Guard ability. The choice between Heavy Slam and Bullet Punch has to do with your preference of either hitting Florges and Whimsicott hard with Heavy Slam or using Bullet Punch as a late-game sweeping move (is it actually used to sweep? if so, go ahead and keep this and just add "and" after it) to KO injured threats, such as Mega Aerodactyl.


Set Details
========

Assault Vest Machamp can absorb moderate special sttacks attacks far better than its Choice Band counterpart. 172 HP EVs grant Machamp some much-needed bulk, allowing it to sponge hits from Pokemon such as Hydreigon when used alongside Assault Vest. 84 Speed EVs are used to outspeed all base 65 Pokemon, including Vaporeon, Umbreon, and Chesnaught. An Adamant nature and 252 Attack EVs allows Machamp to hit as hard as possible as a physical wallbreaker. No Guard allows Machamp to use Dynamic Punch and get the 100% confusion, which creates more set up, wallbreaking, and cleric opportunities, while Guts allows Machamp to absorb status and hit 1.5x harder; however, No Guard is generally the better option as this will also retain Machamp's moderate bulk, as Close Combat lowers Defense and Special Defense by 0.67x after one use.


Usage Tips
========

Assault Vest Machamp with No Guard should use Dynamic Punch to create setup opportunities for your team while delivering moderate wallbreaking potential. Assault Vest Machamp with With Guts,(AC) Machamp should be used as a status-absorbing wallbreaker. After taking a Will-O-Wisp or Toxic, Guts Machamp wallbreaks as well as its Choice Banded counterpart while having the ability to work around special attacks and switch moves. Machamp should always opt to use its Fighting-type STABs when there are few(remove hyphen) to(remove hyphen) no resistances on the opponents team. It is important to note that this set works well with momentum support, such as Wish + Baton Pass Vaporeon or slow Volt Switch users such as Forretress.


Team Options
========

Machamp appreciates slow U-Turn and slow Volt Switch support, making Pokemon such as Forretress, Jirachi, and Crobat ideal partners. Machamp also appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Assault Vest Machamp likes Rapid Spin or Defog support,(AC) as this which allows it to stay in the game longer; however, if Machamp is running Guts, it does not necessarily mind getting poisoned by one layer of Toxic Spikes. Machamp is also a decent stallbreaker, allowing it to partner well with offensive sweepers such as Sharpedo, Yanmega, or and Mega Absol.


Choice Band
########
name: Choice Band
move 1: Close Combat / Dynamic Punch
move 2: Knock Off / Ice Punch / Stone Edge
move 3: Heavy Slam
move 4: Bullet Punch / Ice Punch
ability: Guts / No Guard
item: Choice Band
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant

Moves
========

Close Combat is a primary STAB option that should be used with Guts, while Dynamic Punch should be used with No Guard. Both of these moves are reliable and can wallbreak effectively, especially alongside Stealth Rock. Machamp's Guts set also reaches new level of power with Choice Band, allowing it to 2HKO the entire unresisted metagame when inflicted with a status (assuming this is what you meant). Dynamic Punch is still as reliable as ever with its 100% confusion, creating more set up and wallbreaking opportunities for Machamp and its teammates. Knock Off off is an ideal move to remove the items of Machamp's switch-ins, such as Crobat,(RC) and bulky Ground-, Water-, and Fairy-types, while checking most Psychic-types. Ice Punch is a useful move to seriously dent most Flying- and Ground-types; a one-on-one situations against Gligar is a notable case scenario where Ice Punch is very useful. Stone Edge can be used as an option to hit Fire-, Flying-, and rare Ice-types in the tier with the No Guard ability, and it is particularly effective against Machamp's primary counter, Crobat.

Set Details
========

An Adamant nature and 252 Attack EVs ensures that Machamp hits as hard as possible. 252 Speed EVs allow Machamp to outspeed all uninvested base 85 Speed Pokemon, including neutral Suicune, Gligar, and almost all bulky Pokemon ranging from Empoleon to Mega Blastoise. Guts allows Machamp to absorb most status moves and dish back 1.5x damage. No Guard lets Machamp use 100% accurate Dynamic Punches, creating more set up and wallbreaking opportunities for your team, as well as making Stone Edge 100% accurate; however, Machamp will also be hit by all incoming attacks.

Usage Tips
========

Choice Band Machamp is best used as physical wallbreaker and stallbreaker. Machamp should always opt to use its Fighting-type STAB moves when there are few(remove hyphen) to(remove hyphen) no resistances on the opponent's team. Unfortunately, Choice Band Machamp cannot sponge many hits from other wallbreakers,(RC) and will fall to most Choice Band STAB hits,(RC) as well as get OHKOed by and most Flying- and Psychic-type attacks. As such, avoid using Choice Band Machamp as a lead, as you do not want to get caught against an opposing faster wallbreaker such as Darmanitan, Choice Band Entei, or Mienshao.

Team Options
========

Machamp appreciates slow U-turn and slow Volt Switch support, making Pokemon such as Forretress, Jirachi, and Crobat ideal partners. It further appreciates Pokemon such as physically defensive Vaporeon or Chandelure that can apply defensive and offensive pressure, respectively, against strong physical wallbreakers, especially from Pokemon such as Mienshao, Darmanitan, and Choice Band Entei. Machamp, like most Fighting types, appreciates Rapid Spin or Defog support, as it is affected by all three entry hazards. However, if running Guts, Machamp will appreciate a non-Toxic poison from being poisoned by one layer of Toxic Spikes. Because Choice Band Machamp is the perfect wallbreaker, it can the pave way for other physical and special sweepers such as Sharpedo, Yanmega, or and Mega Absol. Pokemon that appreciate the removal of Blissey, Snorlax, and other special walls specifically enjoy Machamp's wallbreaking capabilities.

Other Options
########

Machamp's diverse movepool allows it to take on a number of threats. For example, Fire Punch can be used to take down Forretress as early as possible; however, Machmp suffers from four-moveslot syndrome when using other options. A Bulk Up and No Guard set with a spread of 252 HP / 172 SpD / 84 Spe can be used,(RC) or alternatively, a more offensive spread of 172 HP / 252 Atk / 84 Spe can be used. Machamp has access to Substitute and Focus Punch alongside Leftovers and Dynamic Punch. Machamp can also use Life Orb with Guts, but this takes away from Machamp's longevity. Machamp's Speed EVs can be altered on both sets to take on more specific threats. Earthquake can be used to take on Nidoqueen and Tentacruel. Machamp can also opt to use both Heavy Slam and Bullet Punch alongside Knock Off, although this takes away Machamp's offensive coverage against Flying-types.


Checks & Counters
########

**Flying-types**: Brave Bird from most Pokemon,(AC) bar bulky Crobat,(AC) will generally OHKO Machamp from most Pokemon, bar bulky Crobat. Mega Pidgeot will also OHKO the Choice Band set with Hurricane.

**Psychic-types**: Most fast and powerful Psychic-types, such as Alakazam and Life Orb Starmie, can revenge kill Machamp with Psyshock.

**Fairy-types**: Unless Machamp predicts the switch in with Heavy Slam, most Fairy-types such as Florges or Whimsicott will be able to respond with a hard-hitting Moonblast. Whimsicott can also encore Encore Machamp into a poor attacking option, giving the opponent the opportunity to deal with Machamp effectively. Granbull also causes Machamp serious problems, as it sponges all of Machamp's moves, even Heavy Slam.

**Physical Wallbreakers**: Most Choice Band users with access to Close Combat, High Jump Kick, or Flare Blitz will be able to OHKO Machamp's Choice Band set. Threats range from include Choice Band Entei, Choice Scarf/Choice Band Mienshao, Choice Scarf/Band Darmanitan, and Life Orb/Choice Band Haxorus (it didn't make sense to me to include items here because I'm pretty sure every common set from all of these Pokemon are really threatening to CB Machamp. if I'm missing something, you can readd them, but it seems unnecessary and looks clunky).

**PP Stall**: Machamp only has a limited amount of Close Combats and Dynamic Punches. Pokemon such as Alomomola and Chesnaught work around Machamp perfectly in this fashion.

your writing gives off a bit of a high school essay vibe at times, but overall, this was very well written.
GP 2/2
it's cause I'm a PHIL major :c

done.
 
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