Machamp (Update)

Also, 128 EVs will certainly help outspeed many Skarmory:
| Skarmory | Speed EV | None | 43.1 |
so if it really is that important, I would suggest using the spread.
If I recall correctly, "None" doesn't mean absolutely none in the monthly stats.
 

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Actually it does. It's either "none" or "<50".

That said, Skarmory should run 16 Spe as its minimum, because while Rhyperior may not exist, the 4 HP or Def or Atk or whatever isn't going to be important enough in those situations to warrant losing to the ever-so-obscure Rhyperior.

(But that's neither here nor there, I suppose.)
 
Well, this post would disagree with you:

Originally Posted by Fat DougJustDoug
You are correct. Anything less than 10 EVs is considered "None". Perhaps I should have made the stats group label "Very Very Low (<10)", but I figured anything like that would be confusing, and not statistically helpful. I also did not want to group "remainder EVs" in with the "Very Low" category (50 or less). Specifically because when most people assign the remaining 4-6 evs in most spreads, they are not doing it competitively. Perhaps there should be distinct "Very Very Low" and "None" categories, but that seems to be slicing things pretty thin. And considering how the least-used stat distributions are accumulated into "Other" anyway -- it just seems kinda silly to make the distinction.
Link to thread: http://www.smogon.com/forums/showthread.php?p=2302327

Unless Doug's changed convention recently...
 
magic guard works wonders. It can be used instead of substitute on the Substitute + 3 Attacks set (would need different ev), as well as the lead set for ice punch so you can run a life orb/leftovers instead of the berry. After you have killed their lead they will send something in to status you, it really screws them over.

And yeah the encore set is a joke, i mean you encore their stealth rock and they switch in a counter, what do you achieve?
 
Okay, C&C, I've finished writing this bad boy, so I'm going to need some GP checks and other such lovin' to get this on-site. Thanks in advance and all that good stuff.
 
Looks really good.
"His unique ability, No Guard, a gigantic base 130 Attack stat, and a 100% accurate DynamicPunch ensure Machamp's position among the best of the tier." You could also mention the STAB on Dynamicpunch. As you can see that was just a dump nitpick but im no good at this ^^.
 

jc104

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Edit - Done now

[Overview]

<p>Machamp is perhaps the most frustrating Pokemon to face in all of DP (or DPP) OU. His unique ability, No Guard, a gigantic base 130 Attack stat, and a 100% accurate DynamicPunch ensure Machamp's position among the best of the tier. A perfectly accurate Stone Edge alongside Payback and the elemental punches rounds out Machamp's type coverage and makes him a force to be reckoned with in general. Little can stand up to Machamp's onslaught for long and oftentimes the only way to bring him down is to sacrifice something of your own.</p>

<p>For all of the strength Machamp possesses, he is a slow creature with only modest defenses. Despite the fact that almost nothing can OHKO Machamp, virtually every offensive Pokemon can 2HKO him with a neutral STAB attack. Machamp always poses the greatest threat to a team when he is just out of KO range for what he comes in on. Once sufficiently weakened, though, Machamp tends to serve as little more than a speed bump for most Pokemon with his low Speed stat. The ease with which one can fit Machamp into a team, however, combined with his immense power and reasonable bulk keeps him a staple of OU and something that every team needs to be able to deal with somehow.</p>

[SET]
name: Attacking Lead
move 1: DynamicPunch
move 2: Payback
move 3: Bullet Punch
move 4: Ice Punch / Stone Edge
item: Lum Berry
ability: No Guard
nature: Adamant
evs: 240 HP / 248 Atk / 16 SpD / 4 Spe

[SET COMMENTS]
<p>With this set, Machamp functions as the premier attacking lead in the entire OU metagame. Machamp's unique mix of confusion, respectable bulk, access to priority, and excellent type coverage come together to force innumerable switches and almost (lol Slowbro) always either KOes or immensely weakens an opponent before he is forced out or KOed in return.</p>

<p>100% accurate DynamicPunch is the backbone of this set and is why Machamp is so annoying and potent as a lead. Leads weak to Fighting, such as Heatran, are beaten outright (careful – Specs Heatran is known for being one of the few leads that beats Machamp), while even defensive Pokemon like Hippowdon and Swampert will be rendered useless 50% of the time by confusion. Payback gives Machamp nearly perfect coverage and lets him 2HKO Azelf between it and in combination with Bullet Punch, Machamp's priority move of choice for this set. Payback also serves an important role when the inevitable Ghost-type Pokemon switches in to take DynamicPunch, beating offensive Rotom-A and Gengar with ease. Ice Punch is the last move of choice so that lead Dragonite and Gliscor don't have free reign over Machamp. Stone Edge can be used instead to beat Gyarados switch-ins as well as to have a better attack to use against Zapdos.</p>

[ADDITIONAL COMMENTS]
<p>The EVs may seem strange, but they serve a very specific purpose. 240 HP and 16 Special Defense EVs guarantee that max Special Attack Naive Focus Sash Azelf will never OHKO Machamp with Psychic, allowing him to 2HKO Azelf in return. 4 Speed EVs are used to outspeed minimum-Speed Blissey, with all of the rest of the EVs invested in Attack to hit as hard as possible. An Adamant nature is used to boost Machamp's already stellar Attack stat. Lum Berry is the item of choice for this set to beat opposing Machamp, Roserade, and Smeargle leads all while enabling Machamp to take a Will-O-Wisp from Rotom-A and hit back with a super effective Payback.</p>

<p>Only one common lead fares well against Machamp, and that's Lum Berry Metagross. For this and other reasons, Shuca Berry Heatran makes one of the best partners to this set. Heatran sets up Stealth Rock reliably, covers both of Machamp's weaknesses, and can immediately threaten Metagross leads with Fire Blast. It is generally important to place Machamp on teams that need to secure offensive momentum early in the game and force the opponent to make sacrifices in order to set up early entry hazards. For this reason, Pokemon that (do we still have to change to “who” despite it being ridiculous?) take advantage of either the absence of entry hazards or the presence of offensive momentum are excellent partners. Dragon Dance Dragonite and Tyranitar greatly benefit from the pressure Machamp can put on Swampert, for example. Similarly, if Machamp can eliminate or severely weaken Rotom-A, Pokemon like Swords Dance Lucario and Dragon Dance Gyarados that take advantage of its absence will fare much better.</p>
[SET]
name: Substitute + 3 Attacks
move 1: Substitute
move 2: DynamicPunch
move 3: Payback
move 4: Stone Edge
item: Leftovers
ability: No Guard
nature: Adamant
evs: 128 HP / 252 Atk / 128 Spe

[SET COMMENTS]
<p>Machamp forces an innumerable amount of switches when he comes into play, and these switches can be taken advantage of with Substitute. The threat of Machamp's powerful DynamicPunch lures in Ghost-types, usually such as Rotom-A, which will be put in a very awkward position by Substitute. It can no longer burn Machamp and runs a very serious risk of being KOed if it tries to break the Substitute. This is a very common outcome when a player is put against a Substitute Machamp; they must sacrifice a Pokemon in order to actually force himout.</p>

<p>Substitute defines this set, with perfect-accuracy DynamicPunch and Payback providing mandatory near-perfect coverage. Stone Edge is recommended in the last slot to provide the best super effective coverage for Machamp. Ice Punch is only useful if you're particularly worried about Gliscor, as otherwise Stone Edge achieves all of the necessary Kos, such as against Gyarados, Dragonite, and Zapdos.</p>

[ADDITIONAL COMMENTS]
<p>Adamant, as usual, is used to provide Machamp a significant boost to his Attack stat, while the EVs are chosen to maximize Attack, bulk up the Substitute's HP, and to outrun (I know “outspeed” is OK, but the repetition of “speed” isn’t so good) 0 Speed Skarmory. Leftovers restores some of Machamp's HP that is spent setting up Substitutes and is favored over options such as Lum Berry because Substitute blocks status.</p>

<p>Good partners for this Machamp are those that can weaken Machamp's typical switch-ins so that he can finish them off. Heatran is a very good partner to this Machamp, as he can destroy Skarmory and is immune to both two of the status effects that Machamp doesn't like once his Substitute is broken (because Heatran really loves being put to sleep). Choice Band Tyranitar also makes an excellent wallbreaker to pair with this Machamp, as not even the mighty Skarmory can avoid a 2HKO from his STAB Stone Edge. This Machamp also appreciates paralysis support so that it can outspeed opponents and even attempt a sweep. Paralysis also doubles with DynamicPunch's confusion to make it even more difficult for the opponent to move. Substitute + Thunder Wave Jirachi makes an excellent partner in such a case with its flinching and ability to lure and paralyze things that Machamp would love to ravage with his attacks.</p>

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

[SET COMMENTS]
<p>Machamp makes for an excellent status absorber and general tank with his respectable bulk, immense type coverage, and ability to force a number of switches with his raw power alone. DynamicPunch is one of the most prominent reasons why this set is as viable as it is, because the 50% chance for opponents to hit themselves can give Machamp free turns to use Rest and heal off any damage he's taken.</p>

<p>Rest and Sleep Talk are standard fare on a RestTalk set. Sleep Talk is especially useful when used in conjunction with the low-PP DynamicPunch, as it will use its own PP instead of that of the actual attacking move. Payback is arguably the best second attack, as it hits (it is definitely the best move for Rotom-A, but not necessarily overall) Rotom-A and other Ghost-types super effectively as well as for rounding and also rounds out Machamp's type coverage. Stone Edge and Ice Punch can be used as well, however, so that Machamp does not become setup fodder for Gyarados / Zapdos and Gliscor, respectively.</p>

[ADDITIONAL COMMENTS]
<p>The EV spread is very simple, maximizing Machamp's HP and Attack stats with 4 EVs invested into Speed to beat 0 Speed Blissey. An alternate EV spread of 252 HP / 16 Atk / 240 Def can be used for being able in order to take on the less common Choice Band Tyranitar with ease, but at the cost of a lot of offensive power. This Machamp uses Leftovers to add to his durability over time and an Adamant nature to make his attacks sting as much as possible.</p>

<p>The secondary move choice determines teammates for this Machamp. Without Payback, Rotom-A will be a thorn in Machamp's side, so strong Pursuit users, such as Tyranitar and Scizor, will help. Without Stone Edge, Zapdos and Gyarados will have their way with this Machamp. Tyranitar, again, as well as Starmie, (comma) will help keep these Pokemon at bay. Lastly, Ice Punch allows you to function against Zapdos and Gliscor, but leaves you vulnerable to Gyarados. Vaporeon, Starmie, or offensive Suicune can be useful here to deal with Gyarados while retaining the momentum of whatever type of team you are using.</p>

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

[SET COMMENTS]
<p>Machamp is a terrifically powerful Pokemon, and with a Bulk Up or two under his belt, he becomes immensely dangerous if faster special attackers are removed. Machamp makes excellent use of a Bulk Up set particularly because of DynamicPunch's confusion forcing switches that allow him to set up repeatedly.</p>

<p>Bulk Up goes without saying, while DynamicPunch functions as the mandatory STAB move on this set. Payback coupled with Stone Edge provides perfect neutral coverage, while Ice Punch can be used over Stone Edge if Gliscor is of particular concern.</p>

[ADDITIONAL COMMENTS]
<p>This set's EV spread is chosen to maximize Machamp's natural bulk to facilitate setting up Bulk Ups, while outrunning 0 Speed Skarmory. The item can either be Leftovers for added durability during Machamp's setup stages or Lum Berry so Rotom-A's Will-O-Wisp will not end Machamp's sweep. Adamant is taken as Machamp's nature, since even without max EV investment, after a Bulk Up or two it will be boosted to very impressive levels.</p>

<p>Machamp appreciates entry hazard support in the form of Stealth Rock, as it will soften enemy switch-ins into KO range after one Bulk Up boost. Heatran, as expected, is an excellent teammate to set up Stealth Rock with his complementary typing and ability to threaten both Skarmory and Rotom-A. Paralysis support from the likes of Togekiss, Jirachi, and Celebi turn this set into a potent sweeper. Dual Screen support from Azelf, Rotom-A, or Cresselia is also beneficial for this Machamp, as it will allow him to set up multiple Bulk Up boosts when he comes in on the Dark-type Pokemon they lure.</p>

<p>This set also has a very useful niche in that it makes an excellent recipient for Agility Baton Passed from Zapdos. This is especially effective because Zapdos tends to lure in Tyranitar, whom this Machamp can be Baton Passed in on, and enabling further setup. An EV spread of 128 HP / 128 Attack / 252 Speed should be used with this strategy to hit 418 Speed after Agility, enough to outpace Choice Scarf Heatran. Furthermore, Payback should be replaced with Ice Punch due to Machamp's Speed being too great to take advantage of Payback. Lastly, because of the absence of a powerful Dark-type attack, something that can trap and eliminate Rotom-A, such as Scizor or Tyranitar, is necessary, otherwise it will stop your plan cold.</p>

[SET]
name: Choice Band
move 1: Close Combat
move 2: Payback
move 3: Ice Punch
move 4: ThunderPunch / Bullet Punch
item: Choice Band
ability: Guts
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>Just when you thought Machamp was powerful enough, someone decided to slap a Choice Band on it and rip things up. Even Pokemon who (you really need to be consistent with which/who throughout your analysis) resist Fighting-type attacks will take a surprisingly large amount of damage from Close Combat, and many will be OHKOed or 2HKOed by Machamp's coverage moves. All of this, in conjunction with with Machamp's bulk and many chances to switch in, make enables this set to threaten the opponent immensely before going down.</p>

<p>Guts as an ability may be surprising on Machamp, who has No Guard for DynamicPunch and Stone Edge, but it allows Machamp to absorb the burns aimed at other Machamp sets and become a true offensive behemoth. Furthermore, Close Combat fits in with Choice Band Machamp's style better than DynamicPunch anyway. Machamp is a hit-and-run attacker, so the defense drops from Close Combat won't be too much of a hindrance. Furthermore, Close Combat has a higher Base Power than DynamicPunch, making Machamp hit even harder. Payback rounds out Machamp's coverage by covering Ghost-types, going so far as OHKOing defensive Rotom-A on the switch. Ice Punch is for the Flying-type Pokemon that resist Machamp's STAB. ThunderPunch and Bullet Punch both get a mention for the last slot, as each has its advantages over the other. ThunderPunch is recommended so that Gyarados cannot set up freely on you (unless you’re locked into one of the three attacks you use all the time?), while Bullet Punch is a powerful priority move that can be used to snipe weakened and faster foes such as Dragon Dance Dragonite.</p>

[ADDITIONAL COMMENTS]
<p>No Guard, in conjunction with DynamicPunch, can be run instead of Guts, but you will have serious issues with status crippling you and turning Machamp into dead weight. The EV spread maximizes Machamp's HP and Attack stat, with 4 EVs in Speed to outpace minimum-Speed Blissey. 128 Speed EVs taken out of HP can be used in Speed to place Machamp at 176 Speed, enough to outrun 0 Speed Skarmory. Choice Band is a given for the Attack boost, which with an Adamant nature is truly impressive.</p>

<p>This Machamp likes entry hazards above all others. Stealth Rock in particular helps him, given that he forces numerous switches with his might. Additionally, this Machamp likes pairing up with powerful special attackers, such as Shaymin, Gengar, and Heatran, since he will murder Blissey without question and open up holes that they can exploit. Physical partners are also excellent with Machamp, as they will lure Will-O-Wisp and other status effects that Machamp can switch into for a Guts boost. Ultimately, this Machamp functions best on bulky offensive teams that can afford to take a few hits, as Fighting-type STAB has the tendency to give the opponents free turns by switching in Ghost-types.</p>

[Team Options]

<p>Machamp's quintessential partner whenever he is used is Heatran. Heatran covers both of Machamp's weaknesses and can incinerate Skarmory and Rotom-A, two Pokemon that annoy Machamp. Additionally, Heatran often has many chances to absorb Will-O-Wisp from Rotom-A for a Flash Fire boost. Outside of Heatran, Machamp makes lots of friends with his 100% accurate DynamicPunch. This, combined with his ability to reliably handle threats such as Tyranitar, allows Machamp to fit into many different types of team. Tyranitar makes a great partner for his ability to destroy Rotom-A with Pursuit and take on threats such as Zapdos with relative impunity. Stealth Rock is also something that should always be in play with Machamp. Fortunately for Machamp, Heatran stands a foot above the crowd for setting it up and complements Machamp thanks to his typing and ability to deal with typical Machamp checks. Besides Heatran, Azelf can be used in the lead position to set it up with reliability. Azelf can also set up Dual Screens, which Machamp can put to use with some sets, and then U-turn or use Explosion to get Machamp in for free.</p>

<p>Machamp is a slow creature, so paralysis support is worth considering to bring the opponents down to his level. Jirachi and Togekiss make fairly effective bulky partners for Machamp with their ability to both abuse Machamp's confusion with their flinching moves and paralyze Pokemon that commonly switch into them with Thunder Wave. Togekiss has a tendency to lure Tyranitar, which Machamp can switch into after he is paralyzed and put it in his place. Jirachi resists both of the types that Machamp is weak to and will lure in and paralyze Heatran, among others, which Machamp can take advantage of later by OHKOing them OHKO later with DynamicPunch.</p>

[Optional Changes]

<p>Outside of the listed options for each set, Machamp actually has a fairly shallow movepool with just enough tricks to surprise people. Fire Punch is your best option against Heracross, who resists the typical Fighting- and Dark-type attacking combo Machamp uses. Heracross already has trouble switching into DynamicPunch due to confusion, though, and Stone Edge will 2HKO Heracross anyway. Fire Blast is an option as well because it hits Skarmory and Forretress much harder than Fire Punch, though it will not 2HKO Skarmory or OHKO Forretress without some EV investment thanks to Machamp's pitiful Special Attack stat. It's worth noting that No Guard makes Fire Blast never miss, which is a perk. Bullet Punch can find its way onto almost any set when priority is needed, but without STAB, it ends up being outclassed by Scizor badly in any position other than on a lead set.</p>

<p>Machamp has some novel supporting options that can be used to decent effect as well. Encore combined with Substitute in the lead position can be frustrating to your opponent. Toxic can also be used to reasonable effect on Machamp thanks to No Guard allowing it to never never to miss. Beyond those few moves, though, there's almost nothing else worth noting.</p>

[Counters]

<p>Machamp has no true counters. Between DynamicPunch's confusion and his near-perfect type coverage within two moves, almost nothing really likes switching into him. The best responses to Machamp are bulky Ghost- and Flying-type Pokemon that can take a hit and retaliate in some manner. Rotom-A immediately springs to mind as the #1 Ghost-type to take on Machamp. Machamp can 2HKO defensive Rotom-A, but will take serious damage in doing so, and with proper prediction may even lose. Gyarados can switch into Machamp with Intimidate and can even set up on him, but confusion can get in the way of this plan. Zapdos functions in a similar fashion to Gyarados, but with greater bulk and no Intimidate. Pressure will rapidly deplete DynamicPunch's 8 PP, though, and will go a long way over multiple switch-ins. Roost makes Zapdos a more reliable check to Machamp over the course of the battle than Gyarados, and since both are weak to Stealth Rock, Pokemon like Forretress who can take a hit and get rid of Stealth Rock will work well against Machamp. Forretress can also Explode on Machamp once he has done his job.</p> (You should mention Slowbro, Dusknoir, and Spiritomb here IMO. You should mention that they are not very good, but are viable in OU and are truly the best counters to Machamp)
Changes in bold and removals in red.

GP Check 1.
 

TAY

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So how did the rest/talk set escape mentions of guts? I mean you don't have dynamicpunch, but guts CC and payback do a whole damn lot of damage. While I don't think it is quite popular enough to be slashed in, it certainly deserves some mention.
 
So how did the rest/talk set escape mentions of guts? I mean you don't have dynamicpunch, but guts CC and payback do a whole damn lot of damage. While I don't think it is quite popular enough to be slashed in, it certainly deserves some mention.
I agree, Guts RestTalk Machamp is quite handy, especially when it hits hard as hell and still does his job really well. However I would definitely go with Low Kick instead of Close Combat. Still hits most targets for good damage and it doesn't have this nasty crippling defences effect which makes RestTalking a bit redundant. This deserves at least OC mention.
 
I'll add a mention of it to OC, but it should not be slashed in. Machamp's attempt at a defensive and durable set should not be abusing CC to lower its defenses, regardless of the extra power, and Low Kick is just depressing compared to the power and support usefulness of DynamicPunch.
 
and Low Kick is just depressing compared to the power and support usefulness of DynamicPunch.
It's not exactly true. OU metagame in fact is quite heavy and only targets you hit for lower damage are Blissey (60 base power), Togekiss (60 base power) and Breloom (60 base power) and Jirachi (20 base power, ok, this is problem, however Payback hit at least for solid 100 base). Other OU pokemon you hit for at least 80 and most of them for 100 base power, which is the same as DynamicPunch one. And some targets even for 120 base (Snorlax, Tyranitar, Mamoswine, Metagross and Hippowdon for example). So I don't think it's a problem. And we still forgot about Cross Chop (however accuracy is an issue). Just my two cents ;).
 
Yes, but everytime you use Low Kick, you will be painfully reminded that you could be using DynamicPunch and confusing the poor bastard you just hit. You are sacrificing a 50% chance for your opponent to do nothing and subsequently damage itself the turns after being hit, which is pretty gigantic. (That's nearly as high a chance as Jirachi's Iron Head has to flinch!) To put this in perspective, Guts is an amazing ability, and still No Guard is almost always preferred. There's a good reason for that.
 

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Slash it in. Guts Low Kick needs to be an option, simply because the ResTalk set is designed for longevity, and only having 8 PP on your main attack really hurts its potential.
 
I don't really know why you would use Guts RestTalk Machamp over Hariyama, who is bulkier on both sides of the spectrum. Stick with No Guard and be done with it.
 

jc104

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I don't really know why you would use Guts RestTalk Machamp over Hariyama, who is bulkier on both sides of the spectrum. Stick with No Guard and be done with it.
Machamp does have the advantage of attracting status moves to it, is initially much more threatening, and has higher attack.

Still I find the appeal of Dynamicpunch much more attractive.
 

Seven Deadly Sins

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Oh the irony that you would suggest not to include a Machamp set due to it being "outclassed by Hariyama."

That said, I disagree anyway. Hariyama has 22 less points of Attack, and also can't be as bulky both physically and specially at the same time AFAIK.
 
That said, I disagree anyway. Hariyama has 22 less points of Attack, and also can't be as bulky both physically and specially at the same time AFAIK.
I suggest you research before clinging to incorrect information. Statistically, Machamp will never take hits as well as Hariyama regardless of how much you try to "match" their defenses.
 

cim

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While RL's post is the definition of ironic I do agree with him as I've always been in favor of removing outclassed sets. I guess I can just never see the situation where you'd wat your RestTalker to hit harder instead of take hits better. No Guard is obviously different though.
 

Seven Deadly Sins

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Not only do you ignore the first part of my post, which is the most relevant part, but you also have a needlessly inflammatory demeanor. This isn't some kind of argument where you have to demean the person that disagrees with you for doing so. (yeah, this seems really hypocritical coming from me but i mean it)

I just ran some calcs and it turns out that 252 Atk / 144 Def / 112 SDef Hariyama takes hits better on the physical side and the same on the special side compared to Machamp. Still, this leaves 2 issues. 1: Machamp has 22 more points of Attack (394 vs. 372), translating into 33 after a Guts boost, and 2: by your standards, the fact that Hariyama does a similar set shouldn't prevent a set that performs just as well for Machamp from going on the analysis.
 
Hariyama can be EVed to take hits better on both sides of the spectrum than Machamp its just flat out bulkier. I'm just saying why would you include an analysis that is outperformed by a pokemon in a lower tier not vise versa. Machamp as an OU pokemon shouldn't be trying to replicate something that can be done more or just as effectively by a pokemon in UU. Meanwhile a UU pokemon doing something with the same effectiveness as an OU pokemon deserves a look for the fact that you are not sacrificing effectiveness for surprise factor. Hence, why logically I'd rather use Hariyama for RestTalking Guts. It can be added as a set / mention but then there would sort of be a need for the same set for Hariyama in OU since it does that role with the same efficiency (the 33 points of attack percentage wise after guts is going to be the same difference as the bulk difference, the real difference is machamp is 1 speed tier higher lol).
 

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