LC Machop

Lord Alphose

All these squares make a circle
is a Contributor Alumnusis a Smogon Media Contributor Alumnus
Taken over from AuraIllusions with permission of macle.

QC: Rowan/Hawkstar/Goddess Briyella
Final QC: Our Lord Blarajan
GP: Ender/horyzhnz

Overview
########
Machop has retained its place as the only Pokemon that can carry both No Guard and Dynamic Punch, a notoriously deadly combination. Not only does Dynamic Punch benefit a lot from No Guard, but other moves, such as Rock Slide, benefit from the perfect accuracy. Machop also has access to a lot of good coverage moves such as Knock Off and Poison Jab, and it has solid bulk and a decent HP stat in addition to a strong Attack stat. However, it sees less usage than some other Fighting-types, because it is outclassed in almost every way.

Choice Scarf
########
name: Choice Scarf
move 1: Dynamic Punch
move 2: Knock Off
move 3: Rock Slide
move 4: Poison Jab
item: Choice Scarf
ability: No Guard
nature: Jolly
evs: 36 HP / 196 Atk / 36 Def / 236 Spe


Moves
========
Because of No Guard, all moves hit with 100% accuracy. As such, Dynamic Punch, which otherwise has 50% accuracy, will hit every time. Dynamic Punch is Machop's best STAB move, as it has a massive Base Power as well as a 100% chance to confuse the opposing Pokemon. Knock Off allows Machop to take on Ghost-type Pokemon, while also allowing it to remove other Pokemon's items, leaving them more vulnerable to attack. Rock Slide can do a lot of damage to Flying-types, Pokemon that can present a serious threat to Machop. Poison Jab finishes off Machop's coverage, giving it the ability to defeat Fairy-types more easily. It's important to note that these moves are specifically intended for this coverage. Dynamic Punch will reliably deal the most neutral damage to any Pokemon and should be frequently taken advantage of.

Set Details
========
Choice Scarf is an absolutely necessary item, as in conjunction with a Jolly nature, it brings Machop to 21 Speed, allowing it to outspeed the entire unboosted metagame. The EV spread maximizes Attack and Speed, with a small amount going into increasing bulk.

Usage Tips
========
Machop must be played carefully. Switch it out when a dangerous Psychic- or Flying-type, such as Abra or Fletchling, comes in, even when it is weak to the move Machop is locked into. Predicting switches and responding using appropriate coverage moves really comes in handy, and you should obviously select the most powerful coverage move for any given situation. Knock Off is the best move to use early-game, because it gets rid of the opponent's item and leaves them weakened. Dynamic Punch is extremely powerful, but it only has a 8 PP. Lastly, avoid switching Machop into attacks. If it's a resisted attack, that's preferable to a strong neutral hit or a super effective hit, but Machop should mostly switch in after an ally has fainted.

Team Options
========
For Machop to be a significant threat, it requires a good deal of support, especially Pokemon that it can switch out to. Any bulky Steel-types, such as Magnemite and Ferroseed, resist Machop's weaknesses to Fairy- and Psychic-type attacks and can therefore switch into them. Magnemite also resists Flying-type attacks, another threat to Machop. Slow U-turn and Volt Switch users, such as Vullaby and Magnemite, respectively, give Machop a safe switch in. A Dark-type like Pawniard can come in handy when it comes to Psychic- and Ghost-type Pokemon, especially if it has Pursuit to trap them.

Other Options
########

A Choice Band set can deal more damage to opponents, but it prevents Machop from being as fast as it is with a Choice Scarf. It could, however, be useful on a Sticky Web team, where Machop doesn't need stellar Speed to be a threat. Its Flying-type weakness would persist, though, as Flying-types aren't affected by Sticky Web. Most other viable sets and moves Machop has access to are better used by other Fighting-types.


Checks & Counters
########

**Physical Tanks**: Machop deals negligible damage to bulky Pokemon, especially Pokemon that resist Dynamic Punch. Some of these Pokemon include Koffing, Larvesta, Slowpoke, and Spritzee.

**Status Moves**: Burn and paralysis inhibit Machop. If it's burned, it will have a difficult time punching its way through any Pokemon. Paralysis impedes Machop, keeping it from outspeeding the Pokemon that it needs to fight.

**Faster Attackers**: With a Choice Scarf, Machop is fast. However, other Choice Scarf Pokemon are faster. These quick attackers take advantage of their superior Speed to take Machop down. Pokemon with priority moves, particularly Acrobatics Fletchling, can be an even bigger threat.

**Ghost-types**: Having a Choice Scarf locks Machop into one move. If a Ghost-type switches into a Dynamic Punch, Machop will be forced to switch out.

Overview
########

+Access to one of the best abilities named No Guard
+Having a lot of coverage moves like Knock Off and Rock Slide
+Able to use DynamicPunch
+Nice HP stat + physical bulk
+Good physical attacking stat
-No Guard is the only thing what other fighters don't do better.

name: Choice Scarf
move 1: DynamicPunch
move 2: Knock Off
move 3: Rock Slide
move 4: Poison Jab
item: Choice Scarf
ability: No Guard
nature: Jolly
evs: 36 HP / 196 Atk / 36 Def / 236 Spe


Moves
========
-All moves hit 100%
-Machop gets STAB from DynamicPunch
-DynamicPunch has a 100% chance to confuse the opponent
-Knock Off removes the foe's item.
-Rock Slide flinches + does a lot of damage against its weakness.
-Access to Poison Jab, not allowing Fairies to wall Machop

Set Details
========
-Choice Scarf makes Machop hit the 21 Speed, allowing it outspeed the entire unboosted metagame
-Most moves gives Machop a lot of coverage
-EV's give Machop it's max. attack and makes it hit the 14 Speed

Usage Tips
========
-Switch it when a Psychic or Flying type comes in, even when it has a weakness against you
-Knock Off is the best early in-game move, since it gets rid of Eviolite
-Keep in mind that DynamicPunch only has 8 PP
-Use the most powerful coverage moves that Machop has
-Can switch into resisted attacks
-Predicting in combination with coverage moves really comes in handy, Like the opponent switches into Spritzee while you go for Poison Jab

Team Options
========
-Any bulky steel types, such as Magnemite and Ferroseed resist Machop's weaknesses to Fairy- and Psychic-types and can switch into those attacks.
-Slow U-Turn/Volt-Switch users such as Magnemite, Vullaby and Clauncher gives Machop a safe switch
-A Dark type like Pawniard can come in handy when it comes to Psychic or Ghost Pokémon, especially if it has Pursuit to trap them.

Other Options
########
-Choice Band can deal more damage to opponent, but prevents Machop being quick. It could, however, be useful on a Sticky Web team, where Machop doesn't need stellar Speed to be a threat. It's Flying-type weakness would persist, though, as Flying-types aren't affected by Sticky Web.


Checks & Counters
########
**Physical Tanks**: Machop deals nigligable damage against bulky types like Koffing, Larvesta with Will-O-Wisp, Slowpoke, Spritzee with Moonblast

**Status moves**: Burn and Paralysis while Machop has No Guard really screws it up

**Revenge Killers: Quick, physical attackers with an advantage can easily wear Machop down, particularly Fletchling

**Ghost-types**: Once choice-locked into a move, Machop is stuck. Ghost-types can switch in on an expected Dynamic Punch, forcing machop to switch out.
 
Last edited:

Celestavian

Smooth
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past SPL Champion
I'd put Rock Slide ahead of Ice Punch now that Gligar is banned (that's not exactly recent, but this article seems to be written in that time period). Every LC legal Flying-type is hit super effectively by Rock Slide, while there are some Water/Flying types that are neutral to Ice Punch. There's also the fact that it hits Bug-types like Larvesta that would otherwise be able to switch into Machop. Seeing as how the common LC Flying-types are all neutral to Fighting anyway (namely Archen, Vullaby, and Fletchling), I can't see a reason to run Ice Punch over Rock Slide anymore.

Remove the mention of Swirlix and replace it with Cottonee and Spritzee.

QC 2/3
 

Lord Alphose

All these squares make a circle
is a Contributor Alumnusis a Smogon Media Contributor Alumnus
I think I'm just going to remove Ice Punch entirely. It just doesn't hit that much.

Implemented, thanks Hawkstar.
 

Goddess Briyella

Banned deucer.
  • Add emphasis to Machop's Speed with Jolly nature and Choice Scarf. Don't just say that it hits 21, but also highlight the fact that this allows Machop to outspeed every unboosted Pokemon in the whole tier.
  • In Team Options, you say Vullaby makes an especially ideal partner if it has Pursuit to trap Psychic- and Ghost-types. Vullaby cannot learn Pursuit.
  • Ferroseed should be listed as an ideal teammate to cover Machop's weaknesses to Psychic and Fairy. It doesn't resist Flying, but it can switch in and usually have a turn to lay hazards or get off a crippling move like Thunder Wave or Leech Seed to turn the tide of the battle or force a switch. Shieldon should only get a light mention and should not be talked about in the same breath as Magnemite and Ferroseed, as it is simply not as viable and therefore not as ideal for a team.
  • Using Wish support from Spritzee is a bad idea for healing Machop, because Machop's lack of Eviolite gives it a poor 12 Defense and 10 Special Defense, making switching it into powerful hits a big risk; even if a Wish is coming to it at the end of the turn, it means nothing if it faints upon switching in due to its frailty. No Guard also ensures that strong moves like Fire Blast and Hydro Pump will not miss against it in this scenario. This should be removed.
  • The Other Options segment is a wreck. The only remotely viable thing you have listed currently is a Choice Band set over Choice Scarf, which is only somewhat ideal if used in conjunction with Sticky Web support. All the other things are not usable at all because Machop is totally outclassed by other Fighting-types without Choice Scarf.


You may write this up now. Good work. QC 3/3
 

Rowan

The professor?
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
overview is a bit repetitive about DPunch+NG tbh, maybe edit the last sentence

'Switch it out when a Psychic- or Flying-type comes in, even when it is weak to the move you're locked into.' - this is true of abra and fletchling for obvious reasons but not always teh case, especially for weakened threats. change to abra and fltechling i guess.

'Poison Jab finishes off Machop's coverage, giving it the faculty to defeat Poison-types' you mean fairy-types

'However, other Pokemon are faster' - change to other Choice Scarf Pokemon

change this and you're ready for GP
 

Ender

pelagic
is a Contributor Alumnus
GP 1/2

Overview
########

As Generation VI proceeds, Machop has retained retains its place as the only Pokemon that can carry both No Guard and Dynamic Punch, a notoriously deadly combination. Not only does Dynamic Punch benefit gain a lot from No Guard, but other moves, [comma] such as Rock Slide, also benefit from the perfect accuracy, most importantly, Rock Slide. Machop also has access to a lot of good coverage moves, such as Knock Off and Poison Jab, [. to ,] and it It has solid bulk and a decent HP in addition to as well as a strong Attack stat. However, it sees less usage remains less used than some other Fighting-types, due to the fact that because it is unfortunately outclassed in almost every way. However, it still holds this niche and still has a reason to be used.

Choice Scarf
########
name: Choice Scarf
move 1: DynamicPunch
move 2: Knock Off
move 3: Rock Slide
move 4: Poison Jab
item: Choice Scarf
ability: No Guard
nature: Jolly
evs: 36 HP / 196 Atk / 36 Def / 236 Spe


Moves
========
Because of No Guard, all moves hit with 100% accuracy. As such, Dynamic Punch, which would otherwise have has 50% accuracy, will hit every time. Dynamic Punch is Machop's the best STAB move to have, as it has a massive Base Power as well as a 100% chance to confuse the opposing Pokemon. Knock Off allows Machop to take on not be walled by Ghost-types Pokemon [perhaps talk about other uses of Knock Off's ability? Up to you, as you mention it in usage tips later on]. Rock Slide can do a lot of damage to Flying-types, Pokemon that can present a serious threat to Machop. Poison Jab finishes off Machop's coverage, giving it the faculty to defeat Fairy-types. It's important to note that these moves are specifically intended for this coverage. Dynamic Punch will reliably deal the most neutral damage to any Pokemon and should be frequently taken advantage of. the most reliable move to lean on.

Set Details
========
Choice Scarf is an absoluteley necessary item, as it and a Jolly nature bring Machop to 21 Speed, allowing Machop to outspeed the entire unboosted metagame. With that Speed, Machop can outspeed the entire unboosted metagame. The EV spread maximizes Attack and Speed, with a small amount going into increasing bulk.

Usage Tips
========
Machop must be played carefully. Switch it out when a dangerous Psychic- or Flying-type, like such as Abra or Fletchling, respectively, comes in, even when it is weak to the move Machop is you're locked into. Predicting switches and responding using appropriate in combination with coverage moves really comes in handy, [comma] and you should obviously select the most powerful coverage move for any given situation. For example, if the opponent switches into Spritzee and you go for Poison Jab. But still, use the most powerful coverage move, given the situation. Knock Off is the best early-game in-game move, since because it gets rid of the opponent's item and leaves them weakened. Dynamic Punch is extremely powerful, but it only has eight a PP of 8. Lastly, avoid switching Machop into attacks. If it's a resisted attack, that's preferable to a hard hit, but Machop should mostly switch in after an ally has fainted.

Team Options
========
For Machop to be a significant threat, it requires a good deal of support for it to be a significant threat, [comma] especially Pokemon that it can switch out to. Most of this is in the form of Pokemon it can switch out to. Any bulky Steel-type, such as Magnemite and Ferroseed, resists Machop's weaknesses to Fairy- and Psychic-type attacks and can therefore switch into them these attacks. Magnemite also resists Flying-type attacks, another threat to Machop. Slow U-Turn and Volt Switch users, such as Vullaby and Magnemite, respectively, give Machop a safe switch in. A Dark-type like Pawniard can come in handy when it comes to Psychic- and Ghost-Pokémon, especially if it has Pursuit to trap them.

Other Options
########

A Choice Band set can deal more damage to opponents, but it prevents Machop from being as fast as it is with a Choice Scarf. It could, however, be useful on a Sticky Web team, where Machop doesn't need stellar Speed to be a threat. It's Flying-type weakness would persist, though, as Flying-types aren't affected by Sticky Web. Most other viable sets and moves Machop has access to are better used by other Fighting-types that outclass it almost entirely.


Checks & Counters
########

**Physical Tanks**: Machop deals negligible damage to against bulky Pokemon, especially the Pokemon with typings that resist Dynamic Punch. Some of these Pokemon include Koffing, Larvesta, Slowpoke, or and Spritzee.

**Status Moves**: Burn and paralysis inhibit Machop. If it's burned, it will have a difficult time punching its way through any Pokemon. Paralysis impedes Machop, keeping it from outspeeding the Pokemon that it needs to fight.

**Faster Attackers: With a Choice Scarf, Machop is fast. However, other Choice Scarf Pokemon are faster. These quick attackers take advantage of their superior Speed to take Machop down. Pokemon with priority moves, mostly particularly Acrobatics Fletchling, can be an even bigger threat.

**Ghost-types**: Having a Choice Scarf locks Machop into one move. If a Ghost-type switches into a Dynamic Punch, Machop will be forced to switch out.
 
Last edited:

horyzhnz

[10:02:17 AM] flcl: its hory xD
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Overview
########
Machop has retained its place as the only Pokemon that can carry both No Guard and Dynamic Punch, a notoriously deadly combination. Not only does Dynamic Punch benefit a lot from No Guard, but other moves, such as Rock Slide, benefit from the perfect accuracy. Machop also has access to a lot of good coverage moves,(RC) such as Knock Off and Poison Jab, and it has solid bulk and a decent HP stat in addition to a strong Attack stat. However, it sees less usage than some other Fighting-types, because it is outclassed in almost every way.

Choice Scarf
########
name: Choice Scarf
move 1: Dynamic Punch
move 2: Knock Off
move 3: Rock Slide
move 4: Poison Jab
item: Choice Scarf
ability: No Guard
nature: Jolly
evs: 36 HP / 196 Atk / 36 Def / 236 Spe


Moves
========
Because of No Guard, all moves hit with 100% accuracy. As such, Dynamic Punch, which otherwise has 50% accuracy, will hit every time. Dynamic Punch is Machop's best STAB move, as it has a massive Base Power as well as a 100% chance to confuse the opposing Pokemon. Knock Off allows Machop to take on Ghost-types Pokemon,(AC) while It also allowing it to remove other Pokemon's items, leaving them more vulnerable to attack. Rock Slide can do a lot of damage to Flying-types, Pokemon that can present a serious threat to Machop. Poison Jab finishes off Machop's coverage, giving it the faculty ability to defeat Fairy-types more easily. It's important to note that these moves are specifically intended for this coverage. Dynamic Punch will reliably deal the most neutral damage to any Pokemon and should be frequently taken advantage of.

Set Details
========
Choice Scarf is an absoluteley absolutely necessary item, as it and in conjunction with a Jolly nature,(AC) it brings Machop to 21 Speed, allowing Machop it to outspeed the entire unboosted metagame. The EV spread maximizes Attack and Speed, with a small amount going into increasing bulk.

Usage Tips
========
Machop must be played carefully. Switch it out when a dangerous Psychic- or Flying-type, such as Abra or Fletchling, respectively,(RC) comes in, even when it is weak to the move Machop is locked into. Predicting switches and responding using appropriate coverage moves really comes in handy, and you should obviously select the most powerful coverage move for any given situation. Knock Off is the best early-game move to use early-game, because it gets rid of the opponent's item and leaves them weakened. Dynamic Punch is extremely powerful, but it only has a 8 PP. Lastly, avoid switching Machop into attacks. If it's a resisted attack, that's preferable to a hard strong neutral or super effective hit, but Machop should mostly switch in after an ally has fainted.

Team Options
========
For Machop to be a significant threat, it requires a good deal of support, especially Pokemon that it can switch out to. Any bulky Steel-types, such as Magnemite and Ferroseed, resists Machop's weaknesses to Fairy- and Psychic-type attacks and can therefore switch into them. Magnemite also resists Flying-type attacks, another threat to Machop. Slow U-turn and Volt Switch users, such as Vullaby and Magnemite, respectively, give Machop a safe switch in. A Dark-type like Pawniard can come in handy when it comes to Psychic- and Ghost-type Pokemon, especially if it has Pursuit to trap them.

Other Options
########

A Choice Band set can deal more damage to opponents, but it prevents Machop from being as fast as it is with a Choice Scarf. It could, however, be useful on a Sticky Web team, where Machop doesn't need stellar Speed to be a threat. It's Its Flying-type weakness would persist, though, as Flying-types aren't affected by Sticky Web. Most other viable sets and moves Machop has access to are better used by other Fighting-types.


Checks & Counters
########

**Physical Tanks**: Machop deals negligible damage to bulky Pokemon, especially Pokemon that resist Dynamic Punch. Some of these Pokemon include Koffing, Larvesta, Slowpoke, and Spritzee.

**Status Moves**: Burn and paralysis inhibit Machop. If it's burned, it will have a difficult time punching its way through any Pokemon. Paralysis impedes Machop, keeping it from outspeeding the Pokemon that it needs to fight.

**Faster Attackers**: With a Choice Scarf, Machop is fast. However, other Choice Scarf Pokemon are faster. These quick attackers take advantage of their superior Speed to take Machop down. Pokemon with priority moves, particularly Acrobatics Fletchling, can be an even bigger threat.

**Ghost-types**: Having a Choice Scarf locks Machop into one move. If a Ghost-type switches into a Dynamic Punch, Machop will be forced to switch out.

GP 2/2
 

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

Top