Machoke [1/3]

QC: Dundies /
GP:

[OVERVIEW]
  • One of the few viable Fighting-types in PU, and with that STAB it carries Knock Off to compliment with great neutral coverage between the two, leaving few reliable switch ins. Ice Punch further improves the coverage and Bullet Punch adds priority.
  • Dangerous wallbreaker
  • Access to two useful abilities in No Guard and Guts, the former gives it a 100% accurate Dynamic Punch and the latter makes it a wonderful status absorber.
  • High attack stat and great defenses when boosted by an Eviolite that allow it to check dangerous Pokemon like Golem and Pawniard.
  • A poor speed stat leaves the majority of Pokemon able to outspeed it
  • Lacks recovery outside of Rest, and reliant on Eviolite to be a good blanket check to the tier. For example, if Machoke gets hit with Knock Off by Pawniard then the next time Machoke needs to come in on Pawniard a +2 Iron Head will proceed to KO with little prior damage.

[SET]
name: All-Out Attacker
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Ice Punch
move 4: Bullet Punch
item: Eviolite
ability: No Guard / Guts
nature: Adamant
evs: 160 HP / 252 Atk / 52 Def / 44 SpD

[SET COMMENTS]
Moves
========
  • Dynamic Punch together with No Guard gives Machoke a reliable STAB that deals high damage and will always cause confusion. If you run Guts, Close Combat is a viable alternative that deals more damage, but at the cost of lowering your defenses.
  • Knock Off gives Machoke coverage against Ghost- and Psychic-types like Misdreavus or Grumpig, and additionally can take away the opposing teams' items.
  • Ice Punch is for wearing down or picking off Grass-types such as Gourgeist-Super, Roselia, Jumpluff and Quilladin, as well as Flying-types such as Vullaby and Altaria.
  • Bullet Punch allows Machoke to overcome its low speed to revenge kill or finish off weakened opposing Pokemon.

Set Details
========
  • Max Attack and an Adamant nature lets Machoke hit as hard as possible.
  • The rest of the EVs are put into HP and both Defenses to maximize overall bulk alongside Eviolite's boosts.
  • No Guard is the first slash because Dynamic Punch can generate free turns for its team and itself to help beat its checks. Guts can be ran to absorb status and increase its damage output drastically.
Usage Tips
========
  • Machoke should use its natural bulk to find switch ins on most defensive Pokemon to set up wallbreaking opportunities against Balance and Stall.
  • Liberal use of Knock Off and Dynamic Punch can heavily annoy the opposing team, either crippling their Pokemon's offensive capabilities or creating free turns through Confusion.
  • When applicable using Bullet Punch to revenge kill weakened Pokemon, especially fast and frail ones that otherwise would be standing in the way of a slower sweeper on your team. If Machoke is weakened or not needed anymore it can be sacrificed to break a Focus Sash held by Kadabra or Sturdy users like Golem.
  • Machoke lacks many resistances but the aforementioned natural bulk can make it a check to many Pokemon, Bouffalant or Cryogonal being a few, as well as win 1 v 1 against many of the tiers hard hitters like floatzel or Stoutland.
  • Caution should be taken when switching Machoke into strong neutral attacks, as it is prone to being worn down.
  • Guts can be ran to take advantage of status such as Will-o-Wisp from Gourgeist-Super or Misdreavus and check more Pokemon at the cost of losing Dynamic Punch's Confusion.

Team Options
========
  • Machoke appreciates hazard support from Metang and Stunfisk, the former especially because it can Pursuit trap Psychic-types and counter Roselia and most Flying-types. Quilladin and Roselia can provide Spikes to wear down Grounded checks, Roselia can also spread Poison with Toxic Spikes to help weaken Gourgeist-Super.
  • Checks to some of the best Machoke checks are great to have. Zebstrika has Sap Sipper and overheat to take advantage of Roselia or Gourgeist-Super and can use its typing to switch into Swanna or Vullaby and proceed to clear them out of the way or gain momentum with Volt Switch.
  • Substitute Toxic Bouffalant switches in safely into Roselia and can lure Gourgeist-Super and Vullaby for Machoke. It also forms a wallbreaking duo which can be hard for defensive teams to handle.
  • Duosion or Clefairy can form a tight core against defensive teams, Machoke paves the way by eliminating Steel types for them to begin attempts to sweep with Calm Mind, and the former can check Poison-types that annoy Machoke and the latter counters Vullaby. They both can absorb status and counter Gourgiest-Super as well.
  • Monferno and Machoke can use their common checks to their advantage by wearing them down for each other. Colbur Grumpig is one they both fear but together can effectively break while Gourgeist-Super and Swanna are leaning towards Machoke and Monferno respectively who can fall if played against well.

[SET]
name: RestTalk
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Rest
move 4: Sleep Talk
item: Eviolite
ability: No Guard / Guts
nature: Adamant
evs: 160 HP / 252 Atk / 52 Def / 44 SpD

[SET COMMENTS]
Moves
========
  • Dynamic Punch is a strong reliable STAB in conjunction with No Guard that can disrupt the opposing team heavily with a 100% Confusion chance. This lets Machoke get off Rests or burn sleep turns where it might not or finish off its checks when weakened and fall prey to Confusion. Close Combat can be ran over Dynamic Punch with Guts as the ability to take advantage of Rest turns with twice the power but lowered defenses will make it difficult to stay in.
  • Knock Off is to achieve well-rounded coverage with Dynamic Punch, examples being hitting Grumpig and Roselia hard, and removing items of the opposing team.
  • Rest and Sleep Talk form a semi-reliable recovery option for Machoke, leaving him with 2/3rds chance to choose an attack while asleep.

Set Details
========
  • Similar to the All-Out Attacker set the EVs are meant to maximize damage output with 252 EVs in attack and an adamant nature, while having the rest in bulk to have high defenses with Eviolite and make sure of its good HP stat.
  • No Guard is once again the first slash for the use of Dynamic Punch, but Guts has more merit on this set for gaining a Choice Band level boost to its Attack while asleep.
  • A more defensive version of this set with 248 hp / 140 def / 120 spdef as the EVs greatly decreases the power but turns Machoke into a much bulkier, more survival oriented tank. This increased bulk notably lets it solidly check Regice, Rotom-Frost, and Golem as well as many other Pokemon.


Usage Tips
========
  • Can absorb status and take a lot of stray hits well for a team.
  • Machoke can be brought in on defensive Pokemon such as Probopass, Stunfisk, Audino and put pressure on the opposing team with its power and bulk, with added durability because of Rest.
  • Rest and Sleep Talk give Machoke the ability to tackle more offensive Pokemon in a much safer manner than the All-Out Attacker set, because it has the opportunity to rest on the switches, making it reliable for checking threats such as Relicanth or Rotom-frost, especially with the more defensive spread.
  • Confusion administered by Dynamic Punch can give Machoke free opportunities to heal up.
  • Machoke can be used effectively at any point in the game but its advised to get it in as soon as possible to be most efficient.

Team Options
========
  • Electric-types like Zebstrika and Electabuzz go well with Machoke as they can switch into Flying-types and threaten to KO them with their STAB, as well as pivot back into Machoke to put it in position to use Rest.
  • Thunder-Wave Grumpig or Metang supply much need checks to Psychic-types in the form of speed control or Pursuit Trapping.
  • Machoke can be bait for Spike users so hazard removal from the likes of Vullaby or Cryogonal is recommended.
  • Steel-types support Machoke well by checking Flying- and Psychic-types who are very dangerous to it.

[STRATEGY COMMENTS]
Other Options
=============
  • Cross Chop can be ran over Close Combat when using Guts to have a safer but slightly weaker STAB.
  • A Choice Band can be used over Eviolite on the All-Out Attacker set to be much harder to switch into, but being locked into moves takes away from the great coverage of the set.
  • Heavy Slam or Poison Jab can replace Ice Punch to be able to take down Clefairy. To the same effect Earthquake can be ran for Arbok, and Thunder Punch for Swanna.
  • Bulk Up gives Machoke a way to boost its already good Defense and Attack stats and pose a greater threat to Stall teams.
  • Encore discourages Pokemon like Clefairy or Arbok from gaining Calm Mind or Coil boosts safely on Machoke.
  • Toxic lets Machoke wear down durable checks like Gourgeist-Super and Swanna in a low-risk manner.
Checks and Counters
===================

**Gourgeist-Super**: Gourgeist-Super's massive physical bulk and immunity to Fighting STAB lets it withstand anything Machoke has to throw at it, while remaining healthy due to Synthesis and Leech Seed.

**Flying-types**: Most Flying-types resist Close Combat and take Knock Off rather well, especially Jumpluff, Vullaby, and Swanna, but they must fear coverage options such as Ice and Thunder Punch. On the offensive side, every Flying-type bar Vullaby can threaten to heavily damage or OHKO Machoke with their STAB.

**Poison-types**: Arbok can switch with impunity into Machoke except when its running the rare Earthquake, and proceed to set up with Coil to threaten the opposing team. Swalot and Dustox are much more niche, but the former takes everything Earthquake as well or better than Arbok and the latter is used solely for being a Machoke counter.

**Clefairy**: Calm Mind Clefairy is a solid check to both of Machoke's sets, using its Eviolite boosted Bulk and resistances to its STAB and Knock Off, but must fear Dynamic Punch Confusion and coverage options like Poison Jab or Heavy Slam.

**Psychic-types**: Leftovers Grumpig and Focus Sash Kadabra, while not the safest switch-ins due to their weakness to Knock Off, can revenge kill Machoke very well, and threaten to turn momentum around because of their movepools and good stats. Colbur Grumpig however is a much more reliable switch in and LO kadabra doesn't have to fear losing its safety line.

**Hard Hitters**: Machoke's slow Speed and lack of resistances means many strong Pokemon in PU such as Stoutland or Floatzel can threaten to 2HKO it. However 1 v 1 Machoke can best most of the tier's dangerous Pokemon.
 
Last edited:
QC:
GP:

[OVERVIEW]
  • One of two viable Fighting-types in the tier. - technically scraggy is viable and stuff so id say one of the few fighting types in the tier, and mention why this is important (pu doesnt have many switchins to fighting move + knock)
  • Dangerous wallbreaker
  • Access to two useful abilities in No Guard - when you mention this mention dynamicpunch and Guts.
  • High attack stat and great defenses when boosted by an Eviolite. - mention that this allows it to check pokemon such as pawniard and golem or something of the sort
  • Very strong STAB options in Dynamic Punch and Close Combat, and nice complimentary moves such as Knock Off, Ice Punch, and even a form of priority in Bullet Punch.
  • A poor speed stat leaves the majority of Pokemon able to outspeed it
  • Only 2 useful resistances and several common weaknesses. - you can leave this out, it only has two weaknesses anyways lol
  • Lacks recovery outside of Rest.
  • Overall a dominant threat in PU - remove this, just fluff

[SET]
name: All-Out Attacker
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Ice Punch
move 4: Bullet Punch
item: Eviolite
ability: No Guard / Guts
nature: Adamant
evs: 160 HP / 252 Atk / 52 Def / 44 SpD

[SET COMMENTS]
Moves
========
  • Dynamic Punch together with No Guard gives Machoke a reliable STAB that deals high damage and will always cause confusion. If you run Guts, Close Combat is a viable alternative that deals more damage, but at the cost of lowering your defenses.
  • Knock Off gives Machoke coverage against Ghost- and Psychic-types - give examples, and comes with the added benefit of removing opposing teams' items. (Ik this is from the analysis but its just perfect imo)
  • Ice Punch is for wearing down or picking off Grass-types such as Gourgeist-Super, Roselia, Jumpluff and Quilladin, as well as Flying-types such as Vullaby and Altaria.
  • Bullet Punch allows Machoke to overcome its low speed to revenge kill or finish off weakened opposing Pokemon.

Set Details
========
  • Max Attack and an Adamant nature lets Machoke hit as hard as possible.
  • The rest of the EVs are put into HP and both Defenses to maximize overall bulk alongside Eviolite's boosts.
-mention no guard and guts here

Usage Tips
========
  • Machoke should use its natural bulk to find switch ins on most defensive Pokemon to set up wallbreaking opportunities against Balance and Stall.
  • Liberal use of Knock Off and Dynamic Punch can heavily annoy the opposing team, either crippling their Pokemon's offensive capabilities or creating free turns through Confusion.
  • When applicable using Bullet Punch to revenge kill a Pokemon can lead to further opportunities to Balance and Offense teams alike. - like what? maybe mention you can KO faster & frailer mons, allowing slow sweepers to clean
- also mention with bullet punch that you can sacrifice a weakened machoke to pokemon such as kadabra or golem to break its sturdy
  • Machoke lacks many resistances but the aforementioned natural bulk can make it a check to many Pokemon - example, as well as win 1 v 1 against many of the tiers hard hitters - example.
  • Caution should be taken when switching Machoke into strong neutral attacks, as it is prone to being worn down.
  • Guts can be ran to take advantage of status from the likes of Gourgeist-Super or Misdreavus - say status moves from the likes of these mons and check more Pokemon at the cost of losing Dynamic Punch's Confusion.

Team Options
========
  • Machoke appreciates hazard support from Metang and Stunfisk, the former especially because it can Pursuit trap Psychic-types and counter Roselia and most Flying-types. Spikes from Roselia and Quilladin are also useful for wearing down Machoke's answers
- with hazard support also mention tspikes which helps machoke vs gourgeist
  • Checks to some of the best Machoke checks are great to have. Zebstrika has Sap Sipper and overheat to take advantage of Roselia or Gourgeist-Super and can use its typing to switch into Swanna or Vullaby and proceed to clear them out of the way or gain momentum with Volt Switch.
  • Substitute Toxic Bouffalant switches in safely into Roselia and can lure Gourgeist-Super and Vullaby for Machoke. It also forms a wallbreaking duo which can be hard for defensive teams to handle.
  • Duosion or Clefairy can form a tight core against defensive teams, Machoke paves the way by eliminating Steel types for them to begin attempts to sweep with Calm Mind, and the former can check Poison-types that annoy Machoke and the latter counters Vullaby. They both can absorb status and counter Gourgiest-Super as well.
- mention monferno as a partner, as machoke can weaken some common monferno checks such as grumpig and vice versa

[SET]
name: RestTalk
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Rest
move 4: Sleep Talk
item: Eviolite
ability: No Guard / Guts
nature: Adamant
evs: 160 HP / 252 Atk / 52 Def / 44 SpD

[SET COMMENTS]
Moves
========
  • Dynamic Punch is a strong reliable STAB in conjunction with No Guard that can disrupt the opposing team heavily with a 100% Confusion chance. This lets Machoke get off Rests or burn sleep turns where it might not or finish off its checks when weakened and fall prey to Confusion. Close Combat can be ran over Dynamic Punch with Guts as the ability to take advantage of Rest turns with twice the power but lowered defenses will make it difficult to stay in.
  • Knock Off is to achieve well-rounded coverage with Dynamic Punch and remove items of the opposing team. - again just mention an example or two of what it hits
  • Rest and Sleep Talk form a semi-reliable recovery option for Machoke, leaving him with 2/3rds chance to choose an attack while asleep.

Set Details
========
  • Similar to the All-Out Attacker set the EVs are meant to maximize damage output with 252 EVs in attack and an adamant nature, while having the rest in bulk to have high defenses with Eviolite and make sure of its good HP stat.
  • A more defensive version of this set with 248 hp / 140 def / 120 spdef as the EVs greatly decreases the power but turns Machoke into a much bulkier, more survival oriented tank. - mention that this spread allows machoke to better check pokemon such as regice, rotom, and golem, which is the main draw of this spread
- again mention the abilities here

Usage Tips
========
  • Can absorb status and take a lot of stray hits well for a team.
  • Machoke can be brought in on defensive Pokemon such as Probopass, Stunfisk, Audino and put pressure on the opposing team with its power and bulk, with added durability because of Rest.
  • Rest and Sleep Talk give Machoke the ability to tackle more offensive Pokemon in a much safer manner than the All-Out Attacker set, because it has the opportunity to rest on the switches, making it reliable for checking threats such as Relicanth or Rotom-frost, especially with the more defensive spread.
  • Machoke can be used at any point in the game well but its advised to get it in as soon as possible to be most efficient.
- mention that machoke can take advantage of a pokemon being confused to get off a rest and heal up

Team Options
========
  • Electric-types like Zebstrika and Electabuzz go well with Machoke as they can switch into Flying-types and threaten to KO them with their STAB, as well as pivot back into Machoke to put it in position to use Rest.
  • Thunder-Wave Grumpig or Metang supply much need checks to Psychic-types in the form of speed control or Pursuit Trapping.
  • Machoke can be bait for Spike users so hazard removal from the likes of Vullaby or Cryogonal is recommended.
- mention steel types as good partners, as they resist both steel and flying type moves

[STRATEGY COMMENTS]
Other Options
=============
  • Cross Chop can be ran over Close Combat when using Guts to have a safer but slightly weaker STAB.
  • A Choice Band can be used over Eviolite on the All-Out Attacker set to be much harder to switch into, but being locked into moves takes away from the great coverage of the set.
  • Heavy Slam or Poison Jab can replace Ice Punch to be able to take down Clefairy. To the same effect Earthquake can be ran for Arbok, and Thunder Punch for Swanna.
- mention bulk up, encore, and toxic

Checks and Counters
===================

**Flying-types**: Most Flying-types resist Close Combat and take Knock Off rather well, especially Jumpluff, Vullaby, and Swanna, but they must fear coverage options such as Ice and Thunder Punch. On the offensive side, every Flying-type bar Vullaby can threaten to heavily damage or OHKO Machoke with their STAB.

**Arbok**: Arbok can switch with impunity into Machoke except when its running the rare Earthquake, and proceed to set up with Coil to threaten the opposing team.

**Fairy-types**: Clefairy dislikes losing its Eviolite, but unless Machoke has Heavy Slam or Poison Jab it is the most reliable answer to Machoke available. Mr. Mime while unable to switch in directly most of the time because of its frailty, can revenge kill Machoke's RestTalk safely and the All-Out Attacker as long as it is healthy. - id just remove the fairy type category in general, machoke beats clef a lot of the time just because of dynam punch and mime dies to bp when weakened a bit

**Psychic-types**: Leftovers Grumpig and Focus Sash Kadabra, while not the safest switch-ins due to their weakness to Knock Off, can revenge kill Machoke very well, and threaten to turn momentum around because of their movepools and good stats. Colbur Grumpig however is a much more reliable switch in and LO kadabra doesn't have to fear losing its safety line.

**Hard Hitters**: Machoke's slow Speed and lack of resistances means many strong Pokemon in PU such as Stoutland or Floatzel can threaten to 2HKO it. However 1 v 1 Machoke can best most of the tier's dangerous Pokemon.
good overall, do this and its 1/3
 

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
QC: Dundies /
GP:

[OVERVIEW]
  • One of the few viable Fighting-types in PU, and with that STAB it carries Knock Off to compliment with great neutral coverage between the two, leaving few reliable switch ins.
  • Dangerous wallbreaker
  • Access to two useful abilities in No Guard and Guts, the former gives it a 100% accurate Dynamic Punch and the latter makes it a wonderful status absorber.
  • High attack stat and great defenses when boosted by an Eviolite that allow it to check dangerous Pokemon like Golem and Pawniard.
  • Very strong STAB options in Dynamic Punch and Close Combat, and nice complimentary moves such as Knock Off, Ice Punch, and even a form of priority in Bullet Punch.Can combine this point with the first, given that you say Knock Off complements its Fighting-type STAB moves in the first bullet point, too.
  • A poor speed stat leaves the majority of Pokemon able to outspeed it You could expand on this a bit more by saying its low Speed stat leaves it liable to be revenge killed, and then mention faster checks that are able to OHKO Machoke. Hurricane users especially deserve a mention here, given Hurricane has perfect accuracy against No Guard Machoke (Swanna, Articuno, and then you could perhaps list a small handful of other checks like LO Kadabra, Specs Mr. Mime, CB Dodrio)
  • Lacks recovery outside of Rest. Reliant on Eviolite to blanket check attackers, too (for example, it can lose to SD Pawn if Eviolite is gone)
  • Mention what kinds of teams Machoke fits on and why as a concluding sentence

[SET]
name: All-Out Attacker
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Ice Punch
move 4: Bullet Punch
item: Eviolite
ability: No Guard / Guts
nature: Adamant
evs: 160 HP / 252 Atk / 52 Def / 44 SpD

[SET COMMENTS]
Moves
========
  • Dynamic Punch together with No Guard gives Machoke a reliable STAB that deals high damage and will always cause confusion. If you run Guts, Close Combat is a viable alternative that deals more damage, but at the cost of lowering your defenses.
  • Knock Off gives Machoke coverage against Ghost- and Psychic-types like Misdreavus or Grumpig, and additionally can take away the opposing teams' items. When speaking about Knock Off's ability to break down opposing teams due to removing their items, you can mention its ability to weaken walls dependent on resist berries / Eviolite (ex. Vullaby) for its teammates
  • Ice Punch is for wearing down or picking off Grass-types such as Gourgeist-Super, Roselia, Jumpluff and Quilladin, as well as Flying-types such as Vullaby and Altaria.
  • Bullet Punch allows Machoke to overcome its low speed to revenge kill or finish off weakened opposing Pokemon. Mention targets for Bullet Punch here: a weakened Dodrio, faster Psychic-types, especially Kadabra and Mr. Mime (Kadabra has its Focus Sash broken / Mr. Mime is weak to BP)

Set Details
========
  • Max Attack and an Adamant nature lets Machoke hit as hard as possible.
  • The rest of the EVs are put into HP and both Defenses to maximize overall bulk alongside Eviolite's boosts.
  • No Guard is the first slash because Dynamic Punch can generate free turns for its team and itself to help beat its checks. Guts can be ran to absorb status and increase its damage output drastically. Break Guts and No Guard down into two separate points: No Guard makes it so every move used by or against Machoke will always hit, meaning that while it fixes Dynamic Punch's accuracy problems, Machoke is also always hit by inaccurate moves like Hurricane.
  • Mention using enough Speed for neutral-natured, uninvested base 50's (ex. Klang, Audino, tank Regice, Metang, etc.) as an alternative spread; 44 Speed EVs are required to do this
Usage Tips
========
  • Machoke should use its natural bulk to find switch ins on most defensive Pokemon to set up wallbreaking opportunities against Balance and Stall.some points here that were similar to the old analysis: Machoke can be brought in safely against most defensive Pokemon, giving it the opportunity to wallbreak.
  • Liberal use of Knock Off and Dynamic Punch can heavily annoy the opposing team, either crippling their Pokemon's offensive capabilities or creating free turns through Confusion. old analysis: Click Knock Off more early game to cripple teams, especially on Pokemon holding Eviolites.
  • When applicable using Bullet Punch to revenge kill weakened Pokemon, especially fast and frail ones that otherwise would be standing in the way of a slower sweeper on your team. If Machoke is weakened or not needed anymore it can be sacrificed to break a Focus Sash held by Kadabra or Sturdy users like Golem.
  • Machoke lacks many resistances but the aforementioned natural bulk can make it a check to many Pokemon, Bouffalant or Cryogonal being a few, as well as win 1 v 1 against many of the tiers hard hitters like floatzel or Stoutland.
  • Caution should be taken when switching Machoke into strong neutral attacks, as it is prone to being worn down. old analysis: Machoke is prone to being worn down, so avoid switching into strong attacks, and try to switch in for free rather than constantly taking damage.
  • Guts can be ran to take advantage of status such as Will-o-Wisp from Gourgeist-Super or Misdreavus and check more Pokemon at the cost of losing Dynamic Punch's Confusion. Mention that, on the downside, using Guts to switch into status moves like WoW or Toxic will result in Machoke being worn down faster, which can detract from its ability to blanket check threats that are unable to OHKO Machoke (the user should keep in mind that Guts Machoke will not be taking as many hits as No Guard variants can in certain scenarios; this also happens because of Close Combat lowering its defenses, which is typically ran with Guts).
Team Options
========
  • Machoke appreciates hazard support from Metang and Stunfisk, the former especially because it can Pursuit trap Psychic-types and counter Roselia and most Flying-types. Optionally, you could expand on the synergy between Metang and Machoke: Metang resists all of Machoke's weaknesses and can therefore switch directly into checks to Machoke like Mr. Mime, weakening it via Pursuit to the point Machoke can beat it late-game via Bullet Punch. Probopass operates similarly and resists Fairy- / Flying- / Psychic-type moves for Machoke, and can bring it in for free via its slow Volt Switch and help keep Machoke from being worn down as quickly. Quilladin and Roselia can provide Spikes to wear down Grounded checks, Roselia can also spread Poison with Toxic Spikes to help weaken Gourgeist-Super. (Roselia also beats Tangela for Machoke / can switch into status aimed at No Guard Machoke)
  • Checks to some of the best Machoke checks are great to have. Zebstrika has Sap Sipper and overheat to take advantage of Roselia or Gourgeist-Super and can use its typing to switch into Swanna or Vullaby and proceed to clear them out of the way or gain momentum with Volt Switch.old analysis: Zebstrika is a good offensive partner, as it can counter Jumpluff, which takes little damage from Knock Off and Close Combat, as well as getting Machoke free switches with Volt Switch, although most Electric-types can help to check Flying-types for Machoke.
  • Substitute(or Taunt) Toxic Bouffalant switches in safely into Roselia and can lure Gourgeist-Super and Vullaby for Machoke. It also forms a wallbreaking duo which can be hard for defensive teams to handle.
  • Duosion or Clefairy can form a tight core against defensive teams, Machoke paves the way by eliminating Steel types for them to begin attempts to sweep with Calm Mind, and the former can check Poison-types that annoy Machoke and the latter counters Vullaby. They both can absorb status and counter Gourgiest-Super as well.
  • AoA (U-Turn) Monferno and Machoke can use their common checks to their advantage by wearing them down for each other. Colbur Grumpig is one they both fear but together can effectively break while Gourgeist-Super and Swanna are leaning towards Machoke and Monferno respectively who can fall if played against well.
  • Pokemon with access to paralysis-inducing moves and Sticky Web are able to support Machoke by limiting the number of Pokemon that could potentially revenge kill Machoke, so Leavanny / Kadabra / Stunfisk, etc. can be nice teammates

[SET]
name: RestTalk
move 1: Dynamic Punch / Close Combat
move 2: Knock Off
move 3: Rest
move 4: Sleep Talk
item: Eviolite
ability: No Guard / Guts
nature: Adamant
evs: 160 HP / 252 Atk / 52 Def / 44 SpD

[SET COMMENTS]
Moves
========
  • Dynamic Punch is a strong reliable STAB in conjunction with No Guard that can disrupt the opposing team heavily with a 100% Confusion chance. This lets Machoke get off Rests or burn sleep turns where it might not or finish off its checks when weakened and fall prey to Confusion. Close Combat can be ran over Dynamic Punch with Guts as the ability to take advantage of Rest turns with twice(not twice the power, Guts is a x1.5 boost) the power but lowered defenses will make it difficult to stay in.
  • Knock Off is to achieve well-rounded coverage with Dynamic Punch, examples being hitting Grumpig and Roselia hard, and removing items of the opposing team.
  • Rest and Sleep Talk form a semi-reliable recovery option for Machoke (with Rest also ridding it of crippling status effects like burn, letting Dynamic Punch be effective throughout the battle), leaving him with 2/3rds chance to choose an attack while asleep.

Set Details
========
  • Similar to the All-Out Attacker set the EVs are meant to maximize damage output with 252 EVs in attack and an adamant nature, while having the rest in bulk to have high defenses with Eviolite and make sure of its good HP stat.
  • No Guard is once again the first slash for the use of Dynamic Punch, but Guts has more merit on this set for gaining a Choice Band level boost to its Attack while asleep.
  • A more defensive version of this set with 248 hp / 140 def / 120 spdef as the EVs greatly decreases the power but turns Machoke into a much bulkier, more survival oriented tank. This increased bulk notably lets it solidly check Regice, Rotom-Frost, and Golem as well as many other Pokemon.


Usage Tips
========
  • Can absorb status and take a lot of stray hits well for a team.
  • Machoke can be brought in on defensive Pokemon such as Probopass, Stunfisk, Audino and put pressure on the opposing team with its power and bulk, with added durability because of Rest.
  • Rest and Sleep Talk give Machoke the ability to tackle more offensive Pokemon in a much safer manner than the All-Out Attacker set, because it has the opportunity to rest on the switches, making it reliable for checking threats such as Relicanth or Rotom-frost, especially with the more defensive spread. Use Rest when low on HP, but beware of Taunt / Encore / setup sweepers that can take advantage of Sleep Talk's unreliability.
  • Confusion administered by Dynamic Punch can give Machoke free opportunities to heal up.
  • Machoke can be used effectively at any point in the game but its advised to get it in as soon as possible to be most efficient.
  • Same as other set, but mention using Knock Off when possible to weaken the opponent's team by removing troublesome items like Eviolite, which helps weakens defensive threats for Machoke's partners

Team Options
========
  • Electric-types like Zebstrika, Rotom-F, and Electabuzz go well with Machoke as they can switch into Flying-types and threaten to KO them with their STAB, as well as pivot back into Machoke to put it in position to use Rest. Rotom-F deserves a special mention here for threatening most answers (defensive or offensive answers) to Machoke like Geist-XL, Jumpluff, Swanna, Altaria, etc.
  • Thunder-Wave Grumpig or Metang supply much need checks to Psychic-types in the form of speed control or Pursuit Trapping.
  • Machoke can be bait for Spike users so hazard removal from the likes of Vullaby or Cryogonal is recommended.
  • Steel-types support Machoke well by checking Flying- and Psychic-types who are very dangerous to it. the older analysis didn't mention examples of Steel-types here in the RestTalk portion of Team Options either, but Klang and Pawniard are possible options

[STRATEGY COMMENTS]
Other Options
=============
  • Cross Chop can be ran over Close Combat when using Guts to have a safer but slightly weaker STAB.
  • A Choice Band can be used over Eviolite on the All-Out Attacker set to be much harder to switch into, but being locked into moves takes away from the great coverage of the set.
  • Heavy Slam or Poison Jab can replace Ice Punch to be able to take down Clefairy. To the same effect Earthquake can be ran for Arbok, and Thunder Punch for Swanna.
  • Bulk Up gives Machoke a way to boost its already good Defense and Attack stats and pose a greater threat to Stall teams.
  • Encore discourages Pokemon like Clefairy or Arbok from gaining Calm Mind or Coil boosts safely on Machoke.
  • Toxic lets Machoke wear down durable checks like Gourgeist-Super and Swanna in a low-risk manner.
  • Optional to add, but Rock-type coverage moves allow AoA Machoke to hit every Flying-type, not just Altaria/Jumpluff (Ice Punch) or Swanna (Thunder Punch).
  • No Guard Machoke's AoA set can optionally run max Speed with an Adamant or even Jolly nature to have a more beneficial matchup against leads like Golem and Crustle. However, Machoke would have to forgo a lot of its bulk to do this, which would in turn limit its capabilities as a blanket check.
Checks and Counters
===================

**Gourgeist-Super**: Gourgeist-Super's massive physical bulk and immunity to Fighting STAB lets it withstand anything Machoke has to throw at it, while remaining healthy due to Synthesis and Leech Seed.

**Flying-types**: Most Flying-types resist Close Combat and take Knock Off rather well, especially Jumpluff, Vullaby, and Swanna, but they must fear coverage options such as Ice and Thunder Punch. On the offensive side, every Flying-type bar Vullaby can threaten to heavily damage or OHKO Machoke with their STAB.

**Poison-types**: Due to Intimidate and its Poison typing, Arbok can switch with impunity into Machoke except when its running the rare Earthquake, and proceed to set up with Coil to threaten the opposing team. Swalot and Dustox are much more niche, but the former takes everything Earthquake as well or better than Arbok and the latter is used solely for being a Machoke counter.

**Clefairy**: Calm Mind Clefairy is a solid check to both of Machoke's sets, using its Eviolite boosted Bulk and resistances to its STAB and Knock Off, but must fear Dynamic Punch Confusion and coverage options like Poison Jab or Heavy Slam.

**Psychic-types**: Leftovers Grumpig and Focus Sash Kadabra, while not the safest switch-ins due to their weakness to Knock Off, can revenge kill Machoke very well, and threaten to turn momentum around because of their movepools and good stats. Colbur Grumpig however is a much more reliable switch in and LO kadabra doesn't have to fear losing its safety line. Another check is Mr Mime; while it cannot switch into Machoke directly (outside of using its x4 resistance to Fighting moves) and dislikes taking a Bullet Punch, Specs variants can OHKO AoA Machoke, while Scarf does 75-88% and only needs a little chip to finish the job.

**Hard Hitters**: Machoke's slow Speed and lack of resistances means many strong Pokemon in PU such as Stoutland or Floatzel can threaten to 2HKO it. However 1 v 1 Machoke can best most of the tier's dangerous Pokemon.
There are a fair number of points here that seem like they were taken from the old analysis, then just re-worded slightly. Not a huge deal, especially given many points are still meta-current, but you could afford to reference the older analyses less as you write these to avoid plagiarizing on accident.

Implement changes in bold (some changes are optional and are labeled as such), and then this will be 2/3, Kaboom
 
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With the rise in articuno's and swanna's usage lately, I've been using rock slide over ice punch and it's a decent replacement. It does very solid damage to both, even if swanna is defensive and deters them from switching in, which is major because lately they're the most common pokes used to deal with choke besides gourgeist. Besides, roselia isn't as dominant anymore so you're not losing that much with it. Also koes pluff alongside rocks (may need bpunch).
 

Anty

let's drop
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Yeah, I think Rock Slide first slash w/ Ice Punch second, then also mention eq in moves

As for the defensive set a more defensive set is better with these EVs:
248 HP / 140 Def / 120 SpD + Impish Nature
EVs avoid regice/floatzel 2HKO with the rest in phdef to check stuff like Monferno and Pawniard. Additionally, No Guard + dpunch should be the only slash on this set as it really dislikes the defensive drops. Still mention offensive restalk in set details though

Kaboom
 
Sorry for all the delay, I realize this needs to get done timely but had a really busy week, will be done with 2nd check by tomorrow at the latest and written up by Wednesday.
 

pancake

movement and location
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not sure if this died, but defensive Machoke on stall is on the rise- it deserves at least a spot in other options.
 

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