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Machop (BW2 Revamp) [QC: 3/3] [GP: 2/2] DONE

Discussion in 'Uploaded Analyses' started by Electrolyte, Apr 29, 2013.

  1. Electrolyte

    Electrolyte I'll be your light, your match, your burning sun
    is an official Team Rateris a Contributor to Smogonis a Battle Server Moderator
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    approved by Elevator_Music
    [​IMG]
    Fist
    Whoo post #999
    Primary QC approvals: [2/2] [Charmander, iss]
    Secondary QC approval: [1/1] [Hawkstar]
    GP checks: [2/2] [NixHex, GatoDelFuego]

    checklist stuff (open)

    TO DO LIST:
    ~Get 2 QC approvals
    ~Write up
    ~Get 3rd QC approval
    ~Get 2 GP checks
    DONE

    ISSUES:
    ~I'll be testing Close Combat over Dynamic Punch on all of the sets, but I'm not sure the power boost is really all that worth it since it drops Machop's defenses and doesn't grant the confusion that Dynamic Punch does. I'll bring up some calcs and see what QC has to say.
    ~Moved Protect to AC in Guts set, and made Bullet Punch before Thunder Punch. Thunder Punch doesn't really hit anything important, and Bullet Punch gives Machop useful priority that lets it cleave off weakened opponents whilst also giving it a 'free' turn to let Toxic Orb kick in. Protect is fairly bad because you won't really need to use it more than once and sacrifices a slot of coverage. If QC could weigh in, that would be great.
    ~Possibly make Ice Punch come before Payback? The importance of the two moves is inconsistent between the sets; Payback comes before Ice Punch in the first two sets but after it in the last. I think Ice Punch should come first. What does QC think?
    ~I plan on beefing up the Checks and Counters section as well as the potential teammates section. The analysis needs to emphasize how the perfect accuracy, power, and confusion of Dynamic Punch makes Machop hard to wall, however, its low speed makes it easy to revenge kill.
    ~Put Bulk Up and Guts into OO.





    [Overview]

    <p>In a tier where competition in Mienfoo, Scraggy, and even Timburr is prominent and checks such as Murkrow and Misdreavus are common, it's hard for Machop to stand out. Machop doesn't have any outstanding stats other than its Attack, which still isn't all that high and is overshadowed by its relatively low Speed and Special Defense. However, its ability and movepool let it fill a unique niche that makes it both powerful and hard to take down. Its magnificent ability in No Guard and access to DynamicPunch makes it a destructive offensive force&mdash;not only hitting much of the metagame for massive amounts of damage but also confusing the foe in the process. Also, despite its low Special Defense, Machop is still no defensive slouch&mdash;it has good Defense when compared to most other LC Pokemon, letting it tank a few hits if needed, boosting its longevity and the amount of overall damage it can inflict. It is lacking in the Speed department, but it is also in no way slow, hitting the magical 14 Speed which lets it outspeed every non-boosted opponent when equipped with a Choice Scarf. Despite its downsides and its competition, Machop is worth a slot on many offensive teams with its outstanding Attack, a unique and destructive niche, quite a lot of bulk, and just good enough Speed.</p>

    [SET]
    name: Choice Scarf
    move 1: DynamicPunch
    move 2: Payback
    move 3: Ice Punch
    move 4: ThunderPunch / Rock Slide
    item: Choice Scarf
    ability: No Guard
    nature: Jolly
    evs: 36 HP / 196 Atk / 36 Def / 236 Spe

    [SET COMMENTS]

    <p>Machop doesn't lack power or bulk, although it does lack Speed. This can be made up for with a Choice Scarf, turning Machop into a quick, destructive attacker that is great at wallbreaking. Because it hits the coveted 14 Speed, Machop can outpace every non-boosted opponent and spam its powerful DynamicPunch with relatively few drawbacks because of No Guard, which makes all of its moves hit with perfect accuracy. Machop's access to a perfectly accurate DynamicPunch makes it hard to counter because it hits like a truck and confuses its opponents, making it tough for them to be able to hit back without taking a ton of damage in the process. DynamicPunch is all Machop really needs to deal damage, so the rest of the moves are used for coverage purposes. Payback hits Ghost- and Psychic-types fairly hard, and even though its power is halved because Machop always goes first, Machop always gets two shots to hit its opponent anyway, so the end result is still the same. Ice Punch hits Flying-types such as Natu and Murkrow, Bug-types such as Joltik, and Grass-types such as Foongus harder than Payback. ThunderPunch is used to hit Water- and Flying-types such as Mantyke or Ducklett for a lot of damage. Rock Slide can also be used in the last slot to hit Bug- and Flying-type Pokemon, such as Larvesta and Shelmet, eliminating them as checks.</p>

    [ADDITIONAL COMMENTS]

    <p>The given EVs maximize Machop's Speed and Attack, giving it the tools it needs to do its job. Then, the EVs are split between HP and Defense to give Machop a fair amount of bulk so it can take the hits of opposing walls. Machop should always use No Guard because it lets Machop utilize the powerful DynamicPunch to deal damage. Bullet Punch can also be used instead of a coverage move because it has priority and can hit even faster threats once they are weakened, but Bullet Punch is fairly weak as it is not boosted by STAB.</p>

    <p>In terms of teammates, Machop appreciates the removal of Ghost-, Flying-, Poison-, Bug-, and Psychic-types, as well as the removal of other physically bulky Pokemon. Murkrow is a solid teammate, as it can check Ghost-, Psychic-, and Bug-types with its Dark- and Flying-type coverage. It also hits Natu fairly hard as well. Houndour is another great partner, as it can Pursuit trap Ghost- and Psychic-types as well as roast Bug-types with its Fire-type STAB. Houndour also appreciates Machop's ability to easily defeat Rock-type Pokemon in return. Misdreavus is a good teammate as well, as it too can remove Ghost- and Psychic-types. Its powerful special attacks also let it muscle past physical walls that give Machop trouble. Machop, in return, can remove Normal- and Dark-type Pokemon that check Misdreavus. Chinchou also has some good synergy with Machop, as it can wall Flying-types and hit physical walls with special attacks. Its access to Volt Switch can also give Machop an opportunity to switch in. Another thing Machop appreciates is entry hazard support, as it forces so many switches with the threat of a powerful DynamicPunch. Drilbur comes to mind, as it can set up Stealth Rock and also soft check Poison-, Bug-, and Flying-types with a combination of Earthquake and Rock Slide for coverage. Anorith is another great partner, as it can set up Stealth Rock, spin away entry hazards, and hit Flying-, Bug-, and Psychic-types hard with its Rock- and Bug-type STABs.</p>

    [Other Options]

    <p>Machop can also run an effective Guts set, but this is outclassed by Timburr thanks to its superior bulk. A Bulk Up set could also work, but this too is outclassed by Timburr, which is bulkier, just as powerful, and has the ability to recover health with Drain Punch or hit hard with STAB priority. Machop can also use an effective SubPunch set, as Focus Punch is immensely powerful, making Machop an even scarier threat, while Substitute also lets Machop defeat faster Ghost and Psychic-types, giving it a free turn to hit them with Payback. Machop also gets Encore, which can give it opportunities to set up or force a switch and smack something hard with DynamicPunch or Close Combat.</p>

    [Checks and Counters]

    <p>DynamicPunch's power and side effect of confusion makes Machop quite hard to take down initially, as anything that switches in that is not immune to DynamicPunch will find a sizeable portion of its HP taken off and become confused in process. Despite this, Machop's low Speed and Special Defense make it fairly easy to revenge kill. Also, Machop's reliance on its Fighting-type STAB to really hit hard makes it easy for Ghost-types and other Pokemon that resist Fighting to take Machop down. Ghost-types such as Misdreavus or Frillish excel at countering Machop for this reason. Misdreavus is a good counter to Machop because it doesn't have anything to fear from DynamicPunch's confusion shenanigans, can 2HKO with Shadow Ball, and sponge one Payback if at high enough health. Frillish is another good counter as it moves after Machop, so it doesn't fear Payback and is immune to its Fighting-type STAB. As a plus, it can burn Machop with a perfectly accurate Will-O-Wisp due to No Guard. Psychic-types, such as Natu or Slowpoke, are great counters too. Natu is a notable one, as it can not only hit Machop's weaker Special Defense with Hidden Power Flying, but it can also use FeatherDance to lower Machop's Attack and make it too weak to deal any damage. Additionally, it can Roost off any damage sustained by Payback. Poison-types are also great counters, as they resist Machop's Fighting-type STAB and are usually not hit very hard by any of its other moves. Croagunk can wall Machop all day, but it has to watch out for DynamicPunch confusion. Foongus also walls Machop, as it can recover off any confusion damage with Regenerator and put Machop to sleep with Spore. Bug-types are nice checks as well; Larvesta resists Machop's Fighting-type STAB and can hit Machop hard with Flare Blitz. Furthermore, it can burn Machop with Will-O-Wisp.</p>
  2. Charmander

    Charmander mfw i have a mane and am actually the sun
    is a Contributor Alumnus

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    I don't like the Guts set at all; Machop is slow as hell and frail without Eviolite, so anything can just come in and kill it. Even after Guts, Bullet Punch is still really weak...I'd say just remove it completely. I see no merit in the Bulk Up set either. Without recovery or good priority, it is basically outclassed by Timburr who is just as strong and a bit bulkier. Timburr can also switch into Will-O-Wisp from Misdreavus, which is definitely one of the most important things it can do, and Machop can't do that with No Guard. I'd probably consider only keeping the Choice Scarf set since it isn't really outclassed by anything (even if it isn't amazing) and it is Machop's best set.

    On the Choice Scarf set, slash Rock Slide instead of Bullet Punch in the last slot cause Bullet Punch does like no damage lol and at least Rock Slide hits Shelmet

    overall, good job so far. I'll make sure to stamp this once you make those changes

    edit: any sets you remove can go in OO btw.
  3. iss

    iss happily ever after
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    Why even bother slashing CC? DPunch is the only reason to use Machop.
  4. Charmander

    Charmander mfw i have a mane and am actually the sun
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    alright it looks great now. hmm slowpoke also gets own tempo but regenerator is probably better even vs machop lol so not even worth a mention

    [qc]1/3[/qc]
  5. iss

    iss happily ever after
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    ^ that

    also it's DynamicPunch, not Dynamic Punch, and remove the Guts slash

    [qc]2/3[/qc]
  6. Hawkstar

    Hawkstar Unplug me from this fantasy
    is a Contributor to Smogonis a SPL Winner

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    Looks good to me. Just remember that DynamicPunch and ThunderPunch are one word!

    [qc]3/3[/qc]
  7. cbt

    cbt subtle body
    is a Pokemon Researcher
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    amateur check

    check (open)
    [OVERVIEW]

    <p>In a tier where competition in Mienfoo, Scraggy, and even Timburr are popular and checks insuch as Murkrow and Misdreavus are common, it's hard for Machop to stand out. Machop doesn't have any outstanding stats other than its Attack stat, which still isn't all that high and is overshadowed by its relatively lower Speed and Special Defense. However, its ability and movepool lets it fill a unique niche that makes it both powerful and hard to take down when used correctly. Its magnificent ability in No Guard and access to Dynamic Punch makes it a destructive offensive force- not only hitting everythingmuch of the metagame for massive amounts of power, but also making themcausing confusedion in the process. Also, despite its low Special Defense, Machop is still no physically defensive slouch- it has a good dDefensive spreadtat when compared to most other LC pPokemon, letting it tank a few hits if needed, boosting its longevity and the amount of overall damage it can inflict. It is lacking in the Speed department, but it is also in no way slow, hitting the magical 14 speed which lets it outspeed every non-boosted opponent when equipped with a Choice Scarf. Despite its downsides and its competition, Machop boasts an outstanding attack stat, a unique and destructive niche, quite a lot of bulk, and enough speed to make it worth a slot on most offensive teams.</p>

    [SET]
    name: Choice Scarf
    move 1: DynamicPunch
    move 2: Payback
    move 3: Ice Punch
    move 4: ThunderPunch / Rock Slide
    item: Choice Scarf
    ability: No Guard
    nature: Jolly
    evs: 36 HP / 196 Atk / 36 Def / 236 Spe

    [SET COMMENTS]

    <p>Machop doesn't lack power or bulk- it lacks speed, which a Choice Scarf more than makes up for, turning Machop into a quick, destructive attacker that is great at wallbreaking. Because it hits the coveted base 14 speed, Machop can outspeed every non-boosted opponent and spam its powerful DynamicPunch with relatively little drawbacks because of its ability, No Guard, which makes all of its moves hit with perfect accuracy. Machop's access to a perfectly accurate DynamicPunch makes it both destructive and hard to counter because it hits like a truck and confuses its opponents, making it tough for them to be able to respondhit back without taking a ton of damage in the process. DynamicPunch is all Machop really needs to deal damage, so the rest of the moves are for coverage purposes. Payback hits Ghost- and Psychic-types fairly hard, and even though its power is halved because Machop will always go first, Machop will always get two shots to hit its opponent anyway, so the end results are the same. Ice Punch hits Flying-types such as Natu or Murkrow, and also hits Bug-types such as Joltik or, and Grass-types such as Foongus harder than Payback. ThunderPunch is more coverageused to hit Water-types orand Flying-types harder, and can hit Mantyke or Ducklett for a lot of damage. Rock Slide can also be used in the last slot to hit Bug-type and Flying-type Pokemon such as Larvesta or Shelmet for a lot of damage too, eliminating them as checks.</p>

    [ADDITIONAL COMMENTS]

    <p>The given EVs max outimize Machop's Speed and Attack, giving it as much destructive power as possible. Then, the EVs are split between HP and Defense to give Machop a fair amount of bulk so it can take the hits of opposing walls. Machop should always use the ability No Guard, because it lets Machop rely on the powerful DynamicPunch to deal damage, as it also gives DynamicPunch perfect accuracy. Bullet Punch can also be used instead of a coverage move since it' has priority and can hit even faster threats once they are weakened, but Bullet Punch is fairly weak as it is not boosted by STAB.</p>

    <p>In terms of teammates, Machop appreciates the removal of Ghost-, Flying-, Poison-, Bug- and Psychic-types, as well as the removal of other physically bulky pPokemon. Murkrow is a solid teammate, as it can check Ghost-, Psychic-, and Bug-types with its Dark / Flying-type coverage. It also hits Natu fairly hard as well, making it a good check to Machop's wallcounters. Houndour is another great partner, as it can pPursuit trap Ghost- and Psychic- types as well as roast Bug-types with its Fire -type STAB. ItHoundour also appreciates Machop's ability to nail andeasily defeat Rock-type Pokemon in return. Misdreavus is a good teammate as well, since it too can remove Ghost- and Psychic- types. Its powerful special attacks also let it muscle past physical walls that give Machop trouble. Machop, in return, can remove Normal- or Dark-type pPokemon that check Misdreavus. Chinchou also has some good synergy with Machop, as it can wall Flying-types and hit physical walls with special attacks. Its pivoting abilitiesaccess to Volt Switch can also give Machop an opportunity to switch in. Another thing Machop appreciates is hazard support, as it forces so many switches with the threat of a powerful DynamicPunch. Drilbur comes to mind as it can set up Stealth Rock and also pseudo -check Poison-, Bug-, and Flying-types with a combination of Earthquake and Rock Slide for coverage. Anorith is another great partner, as it can set Stealth Rock, spin away hazards, and hit Flying-, Bug-, and Psychic-types hard with its Rock / /Bug-type STAB.</p>

    [Other Options]

    <p>Machop can also run an effective Guts set to hit powerfully, but this is outclassed by Timburr, who is thanks to its superior bulkier. A Bulk Up set could also work, but this too is outclassed by Timburr, who is bulkier, just as powerful, and can recover itself withhas access to recovery Drain Punch or hit hard with STAB priority. Machop can also use Focus Punch and Substitute quite well. Focus Punch is immensely powerful, making Machop an even scarier threat., while Substitute also lets Machop defeat faster Ghost and Psychic -types, giving it a free turn to hit them with Payback. Machop also gets Encore, which can give it opportunities to set up or force a switch and smack something hard with Dynamic Punch or Close Combat.</p>

    [Checks and Counters]

    <p>DynamicPunch's power and side effect of confusion makes Machop quite hard to take down initially, as anything that switches in buthat is not immune to DynamicPunch will find a sizeable portion of their HP taken off and become confused in process. Despite this, Machop's low Speed and low Special Defense make it fairly easy to revenge kill. Also, Machop's reliance on its Fighting-type STAB to really hit hard makes it easy for Ghost-types and other Pokemon that resist it to take Machop down. Ghost-types such as Misdreavus or Frillish excel at countering Machop. Misdreavus is a good counter to Machop, as it doesn't have anything to fear from Dynamic Punch's confusion shenanigans, it can 2HKO with Shadow Ball, and it can sponge one Payback if at good enough health. Frillish is another good counter, as it moves after Machop, so it doesn't fear Payback and is immune to Fighting-type STAB. Plus, it can burn Machop with its now perfectly accurate Will-o-Wisp due to No Guard. Psychic-types such as Natu or Slowpoke are great counters too. Natu is a notable one, as it can not only hit Machop's weaker Specially Defense stat with Hidden Power Flying, but it can also use FeatherDance to lower Machop's Attack and make it too weak to deal any damage. Plus, it can Roost off any damage sustained by Payback. Poison-types are also great counters, as they resist Machop's Fighting-type STAB and are usually not hit very hard by anything else, either. Croagunk can wall Machop all day, but does have to watch out for DynamicPunch confusion. Foongus also walls Machop, as it can recover off any confusion damage with Regenerator and put Machop to sleep with Spore. Bug-types are pretty goodnice checks as well. Larvesta resists Machop's FIighting-type STAB and hits Machop hard with Flare Blitz. Plus, it can burn Machop with Will-o-Wisp.</p>
    __________________




    c/p (open)
    [OVERVIEW]

    <p>In a tier where competition in Mienfoo, Scraggy, and even Timburr are popular and checks such as Murkrow and Misdreavus are common, it's hard for Machop to stand out. Machop doesn't have any outstanding stats other than its Attack stat, which still isn't all that high and is overshadowed by its relatively low Speed and Special Defense. However, its ability and movepool lets it fill a unique niche that makes it both powerful and hard to take down when used correctly. Its magnificent ability in No Guard and access to DynamicPunch makes it a destructive offensive force- not only hitting much of the metagame for massive amounts of power, but also causing confusion in the process. Also, despite its low Special Defense, Machop is still no physically defensive slouch- it has a good Defense stat when compared to most other LC Pokemon, letting it tank a few hits if needed, boosting its longevity and the amount of overall damage it can inflict. It is lacking in the Speed department, but it is also in no way slow, hitting the magical 14 speed which lets it outspeed every non-boosted opponent when equipped with a Choice Scarf. Despite its downsides and its competition, Machop boasts an outstanding attack stat, a unique and destructive niche, quite a lot of bulk, and enough speed to make it worth a slot on most offensive teams.</p>

    [SET]
    name: Choice Scarf
    move 1: DynamicPunch
    move 2: Payback
    move 3: Ice Punch
    move 4: ThunderPunch / Rock Slide
    item: Choice Scarf
    ability: No Guard
    nature: Jolly
    evs: 36 HP / 196 Atk / 36 Def / 236 Spe

    [SET COMMENTS]

    <p>Machop doesn't lack power or bulk- it lacks speed, which a Choice Scarf more than makes up for, turning Machop into a quick, destructive attacker that is great at wallbreaking. Because it hits the coveted 14 speed, Machop can outspeed every non-boosted opponent and spam its powerful DynamicPunch with relatively little drawbacks because of its ability, No Guard, which makes all of its moves hit with perfect accuracy. Machop's access to a perfectly accurate DynamicPunch makes it both destructive and hard to counter because it hits like a truck and confuses its opponents, making it tough for them to be able to hit back without taking a ton of damage in the process. DynamicPunch is all Machop really needs to deal damage, so the rest of the moves are for coverage purposes. Payback hits Ghost and Psychic-types fairly hard, and even though its power is halved because Machop will always go first, Machop will always get two shots to hit its opponent anyway, so the end results are the same. Ice Punch hits Flying-types such as Natu or Murkrow, Bug-types such as Joltik, and Grass-types such as Foongus harder than Payback. ThunderPunch is used to hit Water-types and Flying-types harder, and can hit Mantyke or Ducklett for a lot of damage. Rock Slide can also be used in the last slot to hit Bug-type and Flying-type Pokemon such as Larvesta or Shelmet for a lot of damage too, eliminating them as checks.</p>

    [ADDITIONAL COMMENTS]

    <p>The given EVs maximize Machop's Speed and Attack, giving it as much destructive power as possible. Then, the EVs are split between HP and Defense to give Machop a fair amount of bulk so it can take the hits of opposing walls. Machop should always use the ability No Guard, because it lets Machop rely on the powerful DynamicPunch to deal damage, as it also gives DynamicPunch perfect accuracy. Bullet Punch can also be used instead of a coverage move since it has priority and can hit even faster threats once they are weakened, but Bullet Punch is fairly weak as it is not boosted by STAB.</p>

    <p>In terms of teammates, Machop appreciates the removal of Ghost, Flying, Poison, Bug and Psychic-types, as well as the removal of other physically bulky Pokemon. Murkrow is a solid teammate, as it can check Ghost, Psychic, and Bug-types with its Dark / Flying-type coverage. It also hits Natu fairly hard as well, making it a good check to Machop's counters. Houndour is another great partner, as it can Pursuit trap Ghost and Psychic-types as well as roast Bug-types with its Fire-type STAB. Houndour also appreciates Machop's ability to easily defeat Rock-type Pokemon in return. Misdreavus is a good teammate as well, since it too can remove Ghost and Psychic-types. Its powerful special attacks also let it muscle past physical walls that give Machop trouble. Machop, in return, can remove Normal or Dark-type Pokemon that check Misdreavus. Chinchou also has some good synergy with Machop, as it can wall Flying-types and hit physical walls with special attacks. Its access to Volt Switch can also give Machop an opportunity to switch in. Another thing Machop appreciates is hazard support, as it forces so many switches with the threat of a powerful DynamicPunch. Drilbur comes to mind as it can set up Stealth Rock and also pseudo-check Poison, Bug, and Flying-types with a combination of Earthquake and Rock Slide for coverage. Anorith is another great partner, as it can set Stealth Rock, spin away hazards, and hit Flying, Bug, and Psychic-types hard with its Rock/Bug-type STAB.</p>

    [Other Options]

    <p>Machop can also run an effective Guts set, but this is outclassed by Timburr thanks to its superior bulk. A Bulk Up set could also work, but this too is outclassed by Timburr, who is bulkier, just as powerful, and has access to recovery Drain Punch or hit hard with STAB priority. Machop can also use Focus Punch and Substitute quite well. Focus Punch is immensely powerful, making Machop an even scarier threat, while Substitute also lets Machop defeat faster Ghost and Psychic-types, giving it a free turn to hit them with Payback. Machop also gets Encore, which can give it opportunities to set up or force a switch and smack something hard with DynamicPunch or Close Combat.</p>

    [Checks and Counters]

    <p>DynamicPunch's power and side effect of confusion makes Machop quite hard to take down initially, as anything that switches in that is not immune to DynamicPunch will find a sizeable portion of their HP taken off and become confused in process. Despite this, Machop's low Speed and Special Defense make it fairly easy to revenge kill. Also, Machop's reliance on its Fighting-type STAB to really hit hard makes it easy for Ghost-types and other Pokemon that resist it to take Machop down. Ghost-types such as Misdreavus or Frillish excel at countering Machop. Misdreavus is a good counter to Machop, as it doesn't have anything to fear from DynamicPunch's confusion shenanigans, it can 2HKO with Shadow Ball, and it can sponge one Payback if at good enough health. Frillish is another good counter, as it moves after Machop, so it doesn't fear Payback and is immune to Fighting-type STAB. Plus, it can burn Machop with its now perfectly accurate Will-o-Wisp due to No Guard. Psychic-types such as Natu or Slowpoke are great counters too. Natu is a notable one, as it can not only hit Machop's weaker Specially Defense stat with Hidden Power Flying, but it can also use FeatherDance to lower Machop's Attack and make it too weak to deal any damage. Plus, it can Roost off any damage sustained by Payback. Poison-types are also great counters, as they resist Machop's Fighting-type STAB and are usually not hit very hard by anything else, either. Croagunk can wall Machop all day, but does have to watch out for DynamicPunch confusion. Foongus also walls Machop, as it can recover off any confusion damage with Regenerator and put Machop to sleep with Spore. Bug-types are nice checks as well. Larvesta resists Machop's Fighting-type STAB and hits Machop hard with Flare Blitz. Plus, it can burn Machop with Will-o-Wisp.</p>
    __________________
  8. Jukain

    Jukain fuck redew
    is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Smogon Media Contributoris a Tiering Contributoris a Contributor to Smogon
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    I was starting to am check this but saw cbt's check so I stopped. However, there's a lot of issues cbt doesn't really cover, so I'll just lay them out fast:

    First of all, cbt is wrong in saying that you should remove the hyphen in situations like "x-, x-, and x-type Pokemon." This is downright incorrect.

    You shouldn't be writing anything like "with its Dark / Fighting-type coverage." It should always be "with its Dark- and Fighting-type coverage." The foward slash is informal and looks really bad. However, cbt was incorrect in removing the spaces on each side of the slash, as they have to be there.

    The move is "Will-O-Wisp," not "Will-o-Wisp."

    Specific stats, such as Attack, Defense, and Speed, should always be capitalized. However, this: "Despite its downsides and its competition, Machop boasts an outstanding attack stat..." should not include "stat" after "Attack."

    You shouldn't ever write "such as x or x." It should always be "such as x and x. Here's an example: "Rock Slide can also be used in the last slot to hit Bug-type and Flying-type Pokemon such as Larvesta or Shelmet for a lot of damage too, eliminating them as checks."

    Never ever use the standard hyphen when setting off asides. You should always use &mdash; with no spaces between the two words that are being connected. This outputs as what it called an em dash when uploaded to the site, which is the proper hyphen / dash usage.

    "Despite this, Machop's low Speed and low Special Defense..." I saw this mistake a few times also. You should never write an adjective twice for two words that are connected by "and." It is simply redundant.

    I suggest reading through this again after implementing cbt's check, as there are a handful of places that need rewording.

    Sorry for what's basically a mini am check, but some things just had to be addressed.

    EDIT: (oh yeah cbt = cbterrakion if you didn't know; sorry just used to his irc nick)
  9. Jukain

    Jukain fuck redew
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    Oh, and the tag is [Overview] not [OVERVIEW].

    EDIT: am check because why not

    diff (open)

    [OVERVIEWverview]

    <p>In a tier where competition in Mienfoo, Scraggy, and even Timburr are popularis prominent and checks such as Murkrow and Misdreavus are common, it's hard for Machop to stand out. Machop doesn't have any outstanding stats other than its Attack, which still isn't all that high and is overshadowed by its relatively low Speed and Special Defense. However, its ability and movepool lets it fill a unique niche that makes it both powerful and hard to take down when used correctly. Its magnificent ability in No Guard and access to DynamicPunch makes it a destructive offensive force&mdash;, (AC) not only hitting much of the metagame for massive amounts of power,damage(RC) but also caonfusing confusionthe foe in the process. that last bit needed to be a bit more specific Also, despite its low Special Defense, Machop is still no physically defensive slouch&mdash;it has good Defense when compared to most other LC Pokemon, letting it tank a few hits if needed, boosting its longevity and the amount of overall damage it can inflict. It is lacking in the Speed department, but it is also in no way slow, hitting the magical 14 sSpeed, (AC) which lets it outspeed every non-boosted opponent when equipped with a Choice Scarf. Despite its downsides and itsa lot of competition, Machop boasis worth a slot on many offensive teams with its outstanding Attack, a unique and destructive niche, quite a lot of bulk, and just good enough Speed to make it worth a slot on most offensive teams.</p>

    the way that sentence was structured was wrong anyway (you have to say what Machop does after the "despite" bit, but I'd consider going even further than I did; the whole overview imo needs to focus a bit more on machop's niche as a choice scarf user instead of rehashing its qualities over and over

    [SET]
    name: Choice Scarf
    move 1: DynamicPunch
    move 2: Payback
    move 3: Ice Punch
    move 4: ThunderPunch / Rock Slide
    item: Choice Scarf
    ability: No Guard
    nature: Jolly
    evs: 36 HP / 196 Atk / 36 Def / 236 Spe

    [SET COMMENTS]

    <p>Machop doesn't lack power or bulk&mdash;though it lacks sSpeed, whichthis can be made up for by a Choice Scarf more than makes up for, turning Machop into a quick, destructive attacker that is great at wallbreaking. Because it hits the coveted 14 Speed, Machop can outpace every non-boosted opponent and spam its powerful DynamicPunch with relatively littlefew drawbacks because of its ability, No Guard, which makes all of its moves hit with perfect accuracy. Machop's access to a perfectly accurate DynamicPunch makes it both hard to counter destructive and hard to countwas overused and it added nothing here because it hits like a truck and confuses its opponents, making it tough for them to be able to hit back without taking a ton of damage in the process. DynamicPunch is all Machop really needs to deal damage, so the rest of the moves are used for coverage purposes. Payback hits Ghost- and Psychic-types fairly hard, and even though its power is halved because Machop will always goes first, Machop will always gets two shots to hit its opponent anyway, but the end results areis still the same. Ice Punch hits Flying-types such as Natu orand Murkrow, Bug-types such as Joltik, and Grass-types such as Foongus harder than Payback. ThunderPunch is used to hit Water-types and Flying-types harder, and can hit(AC) such as Mantyke orand Ducklett, (AC) for a lot of damage. Rock Slide can also be used in the last slot to hit Bug-type and Flying-type Pokemon, (AC) such as Larvesta orand Shelmet, (AC) for a lot of damage too, eliminating them as checks.</p>

    [ADDITIONAL COMMENTS]

    <p>The given EVs maximize Machop's Speed and Attack, giving it as much destructive power as possiblethe tools it needs to do its job. Then, the EVs are split between HP and Defense to give Machop a fair amount of bulk so it can take the hits of opposing walls. Machop should always use the ability No Guard,(RC) because it lets Machop rely onutilize the powerful DynamicPunch to deal damage, as it also gives DynamicPunchthe move perfect accuracy. Bullet Punch can also be used instead of a coverage move sincbecause it has priority and can hit even faster threats once they are weakened, but Bullet Punch is fairly weak as it is not boosted by STAB.</p>

    <p>In terms of teammates, Machop appreciates the removal of Ghost-, Flying-, Poison-, Bug-, (AC) and Psychic-types, as well as the removal of other physically bulky Pokemon. Murkrow is a solid teammate, as it can check Ghost-, Psychic-, and Bug-types with its Dark- and Flying-type coverage. It also hits Natu fairly hard as well, making it a good check to Machop's counters. Houndour is another great partner, as it can Pursuit -trap Ghost- and Psychic-types as well as roast Bug-types with its Fire-type STAB. Houndour also appreciates Machop's ability to easily defeat Rock-type Pokemon in return. Misdreavus is a good teammate as well, asince it too can remove Ghost- and Psychic-types. Its powerful special attacks also let it muscle past physical walls that give Machop trouble. Machop, in return, can remove Normal- and Dark-type Pokemon that check Misdreavus. Chinchou also has some good synergy with Machop, as it can wall Flying-types and hit physical walls with special attacks. Its access to Volt Switch can also give Machop an opportunity to switch in. Another thing Machop appreciates is entry hazard support, as it forces so many switches with the threat of a powerful DynamicPunch. Drilbur comes to mind, (AC) as it can set up Stealth Rock and also pseudo-check tbh I don't even "pseudo-check" is a term, I'd say more like "soft check" Poison-, Bug-, and Flying-types with a combination of Earthquake and Rock Slide for coverage. Anorith is another great partner, as it can set up Stealth Rock, spin away hazards, and hit Flying-, Bug-, and Psychic-types hard with its Rock- and Bug-type STABs.</p>

    [Other Options]

    <p>Machop can also run an effective Guts set, but this is outclassed by Timburr thanks to its superior bulk. A Bulk Up set could also work, but this too is outclassed by Timburr, whoich is bulkier, consistency with who vs. which just as powerful, and has the accessbility to recovery health with Drain Punch or hit hard with STAB priority. Machop can also use Focus Punch and Substitute quite well. not necessary, but I'd suggest rewording to "Machop can also use an effective SubPunch set" and then a semicolon or comma to connect to the next thought Focus Punch is immensely powerful, making Machop an even scarier threat, while Substitute also lets Machop defeat faster Ghost- and Psychic-types, giving it a free turn to hit them with Payback. Machop also gets Encore, which can give it opportunities to set up or force a switch and smack something hard with DynamicPunch or Close Combat.</p>

    [Checks and Counters]

    <p>DynamicPunch's power and side effect of confusion makes Machop quite hard to take down initially, as anything that switches in that is not immune to DynamicPunch will find a sizeable portion of theirits HP taken off and become confused in process. Despite this, Machop's low Speed and Special Defense make it fairly easy to revenge kill. Also, Machop's reliance on its Fighting-type STAB to really hit hard makes it easy for Ghost-types and other Pokemon that resist Fighting to take Machop down. Ghost-types such as Misdreavus or Frillish excel at countering Machop for this reason. Misdreavus is a good counter to Machop, because it doesn't have anything to fear from DynamicPunch's confusion shenanigans, it can 2HKO with Shadow Ball, and it can sponge one Payback if at goodhigh enough health. Frillish is another good counter, as it moves after Machop, so it doesn't fear Payback and is immune to its Fighting-type STAB. PAs a plus, it can burn Machop with its nowa perfectly accurate Will-O-Wisp due to No Guard. Psychic-types, (AC) such as Natu orand Slowpoke, (AC) are great counters too. Natu is a notable one, as it can not only hit Machop's weaker Specially Defense with Hidden Power Flying,(RC) but it can also use FeatherDance to lower Machop's Attack and make it too weak to deal any damage. PlusAdditionally, it can Roost off any damage sustained by Payback. Poison-types are also great counters, as they resist Machop's Fighting-type STAB and are usually not hit very hard by anything else, ei of its other moves. Croagunk can wall Machop all day, but doesit have to watch out for DynamicPunch confusion. Foongus also walls Machop, as it can recover off any confusion damage with Regenerator and put Machop to sleep with Spore. Bug-types are nice checks as well.; (semi) Larvesta resists Machop's Fighting-type STAB and can hits Machop hard with Flare Blitz. PlusFuthermore, it can burn Machop with Will-O-Wisp.</p>

    Almost all of this was to deal with bad sentence structures and such. Also, "Plus" is not a usable transition word. There were a couple standards-related things but mainly just a few places you missed from my post. Good job though!
  10. NixHex

    NixHex No excuses
    is a member of the Site Staffis a Forum Moderatoris a Pokemon Researcheris a Contributor to Smogonis a Battle Server Moderator Alumnus
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    Can we just make Jukain official. Please?
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  11. GatoDelFuego

    GatoDelFuego Damn son, where'd ya find this?
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    REMOVE CHANGE COMMENTS

    Show Hide
    [Overview]

    <p>In a tier where competition in Mienfoo, Scraggy, and even Timburr is prominent and checks such as Murkrow and Misdreavus are common, it's hard for Machop to stand out. Machop doesn't have any outstanding stats other than its Attack, which still isn't all that high and is overshadowed by its relatively low Speed and Special Defense. However, its ability and movepool let it fill a unique niche that makes it both powerful and hard to take down when used correctly. Its magnificent ability in No Guard and access to DynamicPunch makes it a destructive offensive force&mdash;not only hitting much of the metagame for massive amounts of damage but also confusing the foe in the process. Also, despite its low Special Defense, Machop is still no defensive slouch&mdash;it has good Defense when compared to most other LC Pokemon, letting it tank a few hits if needed, boosting its longevity and the amount of overall damage it can inflict. It is lacking in the Speed department, but it is also in no way slow, hitting the magical 14 Speed which lets it outspeed every non-boosted opponent when equipped with a Choice Scarf. Despite its downsides and its competition, Machop is worth a slot on many offensive teams with its outstanding Attack, a unique and destructive niche, quite a lot of bulk, and just good enough Speed.</p>

    [SET]
    name: Choice Scarf
    move 1: DynamicPunch
    move 2: Payback
    move 3: Ice Punch
    move 4: ThunderPunch / Rock Slide
    item: Choice Scarf
    ability: No Guard
    nature: Jolly
    evs: 36 HP / 196 Atk / 36 Def / 236 Spe

    [SET COMMENTS]

    <p>Machop doesn't lack power or bulk, although it does lacks Speed. This can be made up for by with a Choice Scarf, turning Machop into a quick, destructive attacker that is great at wallbreaking. Because it hits the coveted 14 Speed, Machop can outpace every non-boosted opponent and spam its powerful DynamicPunch with relatively few drawbacks because of its ability, No Guard, which makes all of its moves hit with perfect accuracy. Machop's access to a perfectly accurate DynamicPunch makes it hard to counter because it hits like a truck and confuses its opponents, making it tough for them to be able to hit back without taking a ton of damage in the process. DynamicPunch is all Machop really needs to deal damage, so the rest of the moves are used for coverage purposes. Payback hits Ghost- and Psychic-types fairly hard, and even though its power is halved because Machop always goes first, Machop always gets two shots to hit its opponent anyway, so the end result is still the same. Ice Punch hits Flying-types such as Natu and Murkrow, Bug-types such as Joltik, and Grass-types such as Foongus harder than Payback. ThunderPunch is used to hit Water- and Flying-types such as Mantyke or Ducklett, (RC) for a lot of damage. Rock Slide can also be used in the last slot to hit Bug- and Flying-type Pokemon, such as Larvesta and Shelmet, for a lot of damage too, eliminating them as checks.</p>

    [ADDITIONAL COMMENTS]

    <p>The given EVs maximize Machop's Speed and Attack, giving it the tools it needs to do its job. Then, the EVs are split between HP and Defense to give Machop a fair amount of bulk so it can take the hits of opposing walls. Machop should always use the ability No Guard because it lets Machop utilize the powerful DynamicPunch to deal damage, as it gives the move perfect accuracy. Bullet Punch can also be used instead of a coverage move because it has priority and can hit even faster threats once they are weakened, but Bullet Punch is fairly weak as it is not boosted by STAB.</p>

    <p>In terms of teammates, Machop appreciates the removal of Ghost-, Flying-, Poison-, Bug-, and Psychic-types, as well as the removal of other physically bulky Pokemon. Murkrow is a solid teammate, as it can check Ghost-, Psychic-, and Bug-types with its Dark- and Flying-type coverage. It also hits Natu fairly hard as well, making it a good check to Machop's counters. Houndour is another great partner, as it can Pursuit trap Ghost- and Psychic-types as well as roast Bug-types with its Fire-type STAB. Houndour also appreciates Machop's ability to easily defeat Rock-type Pokemon in return. Misdreavus is a good teammate as well, as it too can remove Ghost- and Psychic-types. Its powerful special attacks also let it muscle past physical walls that give Machop trouble. Machop, in return, can remove Normal- and Dark-type Pokemon that check Misdreavus. Chinchou also has some good synergy with Machop, as it can wall Flying-types and hit physical walls with special attacks. Its access to Volt Switch can also give Machop an opportunity to switch in. Another thing Machop appreciates is entry hazard support, as it forces so many switches with the threat of a powerful DynamicPunch. Drilbur comes to mind, as it can set up Stealth Rock and also soft check Poison-, Bug-, and Flying-types with a combination of Earthquake and Rock Slide for coverage. Anorith is another great partner, as it can set up Stealth Rock, spin away entry hazards, and hit Flying-, Bug-, and Psychic-types hard with its Rock- and Bug-type STABs.</p>

    [Other Options]

    <p>Machop can also run an effective Guts set, but this is outclassed by Timburr thanks to its superior bulk. A Bulk Up set could also work, but this too is outclassed by Timburr, which is bulkier, just as powerful, and has the ability to recover health with Drain Punch or hit hard with STAB priority. Machop can also use an effective SubPunch set, as Focus Punch is immensely powerful, making Machop an even scarier threat, while Substitute also lets Machop defeat faster Ghost and Psychic-types, giving it a free turn to hit them with Payback. Machop also gets Encore, which can give it opportunities to set up or force a switch and smack something hard with DynamicPunch or Close Combat.</p>

    [Checks and Counters]

    <p>DynamicPunch's power and side effect of confusion makes Machop quite hard to take down initially, as anything that switches in that is not immune to DynamicPunch will find a sizeable portion of its HP taken off and become confused in process. Despite this, Machop's low Speed and Special Defense make it fairly easy to revenge kill. Also, Machop's reliance on its Fighting-type STAB to really hit hard makes it easy for Ghost-types and other Pokemon that resist Fighting to take Machop down. Ghost-types such as Misdreavus or Frillish excel at countering Machop for this reason. Misdreavus is a good counter to Machop because it doesn't have anything to fear from DynamicPunch's confusion shenanigans, it can 2HKO with Shadow Ball, and it can sponge one Payback if at high enough health. Frillish is another good counter, (RC) as it moves after Machop, so it doesn't fear Payback and is immune to its Fighting-type STAB. As a plus, it can burn Machop with a perfectly accurate Will-O-Wisp due to No Guard. Psychic-types, such as Natu or Slowpoke, are great counters too. Natu is a notable one, as it can not only hit Machop's weaker Special Defense with Hidden Power Flying, but it can also use FeatherDance to lower Machop's Attack and make it too weak to deal any damage. Additionally, it can Roost off any damage sustained by Payback. Poison-types are also great counters, as they resist Machop's Fighting-type STAB and are usually not hit very hard by any of its other moves. Croagunk can wall Machop all day, but it has to watch out for DynamicPunch confusion. Foongus also walls Machop, as it can recover off any confusion damage with Regenerator and put Machop to sleep with Spore. Bug-types are nice checks as well; Larvesta resists Machop's Fighting-type STAB and can hit Machop hard with Flare Blitz. Furthermore, it can burn Machop with Will-O-Wisp.</p>


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  12. Electrolyte

    Electrolyte I'll be your light, your match, your burning sun
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    Thanks for the check Gato!

    THIS IS DONE AND READY FOR UPLOADING~
  13. Elevator Music

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