LC Machop

Aaron's Aron

A concussion update in my info tab
[QC 3/3: Hilomilo / Xayah / Corporal Levi]
[GP 2/2: GatoDelFuego / The Dutch Plumberjack]


[OVERVIEW]

Machop is a decent Choice Scarf user with great utility moves in Knock Off and a 100% accurate Dynamic Punch thanks to No Guard. Dynamic Punch is very spammable due to the guaranteed confusion, as even Pokemon that resist it don't want to switch in and be confused. It's complemented further by great coverage moves, always giving Machop the option to hit what Dynamic Punch doesn't: Knock Off hits Ghost-types, Poison Jab hits Fairy-types, and Rock Slide hits Flying-types. However, Machop is very frail due to its lack of Eviolite and is very reliant on its Choice Scarf, becoming quite slow for its role without the Choice Scarf and losing almost all of its effectiveness. Machop's low bulk allows it to be easily revenge killed and its low base Speed causes it to be outsped by most other Choice Scarf users. Also, some checks to Machop such as Spritzee and Slowpoke don't mind the confusion very much, and the chance to hit oneself in confusion is only one in three. Machop faces competition from other Fighting-types: as a Choice Scarf user, Mienfoo gives it competition because of its better Speed, Regenerator ability, and access to U-turn, and as a bulky attacker, Timburr gives it competition because of its better bulk and access to Mach Punch.

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

[SET COMMENTS]
Moves
========

Dynamic Punch will never miss thanks to No Guard ensuring all moves hit. That leaves Machop with a 100-Base Power STAB move that also has the utility of always confusing. Knock Off provides good coverage, hitting the Ghost-types that are immune to Dynamic Punch and the Psychic-types that resist it. It also provides utility against other Pokemon by removing the foe's item. Poison Jab is a good coverage move against the Fairy-types that resist Dynamic Punch, potentially OHKOing Cottonee. Rock Slide also provides good coverage, hitting Larvesta super effectively and not risking a burn from Flame Body. It also has the added utility of potentially making the foe flinch. Close Combat can hit Vullaby, Rufflet, and Doduo slightly harder than Rock Slide and can be useful in the rare situation in which Dynamic Punch ran out of PP. However, it decreases Machop's already poor bulk.

Set Details
========

Jolly is the preferred nature because combined with 236 Speed EVs and the Choice Scarf boost allows Machop to outspeed the entire unboosted metagame. 196 EVs go into Attack to maximize the stat, allowing Machop to dish out the most damage possible. This guarantees Machop a 2HKO with Rock Slide on non-defensive Vullaby after Stealth Rock damage. The remaining EVs go into both HP and Defense to increase both stats by one point, giving it a bit more bulk and longevity. No Guard is the preferred ability because it gives Dynamic Punch and Rock Slide perfect accuracy.


Usage Tips
========

Machop is a decent Choice Scarf user, dealing out heavy damage and spreading confusion with Dynamic Punch, and removing items with Knock Off. Dynamic Punch only has 8 PP, but it is a very spammable move and should be used often. It is very strong, and nothing wants to switch into a guaranteed confusion. Knock Off is also fairly spammable, since it provides great utility and is a good option to use on a predicted switch-in that resists Dynamic Punch and isn't hit super effectively by its coverage moves. Psychic-, Fairy-, and Flying-types give Machop problems, but if their switch into battle is predicted and a super effective move is used, Machop can possibly stay in and 2HKO next turn. However, Machop is not capable of handling most bulky Pokemon of these types if they come in on Machop and have not taken previous damage. For example, Spritzee is 3HKOed by Poison Jab and Slowpoke is 3HKOed by Knock Off. As with any Choice Scarf user, you must predict carefully so as not to be locked into an undesirable attack and give your opponent free turns. Machop is not very bulky and has no Eviolite, so it should only be brought in after a teammate has fainted or by a slow pivot so that it doesn't take an attack.


Team Options
========

Pokemon that can bring Machop into battle without being hit are good teammates, so slow U-turn and Volt Switch users like Mienfoo, Magnemite, and Chinchou make good partners. Rock-, Steel-, and Electric-types like Pawniard, Kabuto, and Archen make good teammates for Machop because they can check and even take out the Flying-types like Vullaby and Rufflet that could potentially outspeed Machop. Fairy-types are good counters to Machop, so Pokemon that can beat them are good partners. In addition to Steel-types, Poison-types like Foongus and Croagunk are useful in countering them. Dark-type Pokemon such as Alolan Grimer, Pawniard, and Vullaby can Knock Off foes' items, making it easier for Machop to break through the opponent's team. In addition, Alolan Grimer and Pawniard can Pursuit- trap Psychic- and Ghost-types such as Abra and Gastly, clearing the way for Machop to sweep. Entry hazard setters such as Ferroseed and Pawniard allow Machop to reach certain KOs, in particular a 2HKO on offensive Vullaby with Rock Slide.

[STRATEGY COMMENTS]
Other Options
=============

Machop has access to other coverage moves like Ice Punch, Thunder Punch, Fire Punch, and Earthquake. However, these moves are not as useful as the coverage moves listed in the set. Bullet Punch can be run to hit Fairy-types, but Poison Jab is a better option because of its higher Base Power. Berry Juice can be used over a Choice Scarf on a Sticky Web team, allowing Machop to have more longevity. Guts can be run over No Guard, but this means Machop has to run a different Fighting-type move like Close Combat, the use of which makes Machop frailer than it already is. A Guts set is also outclassed by Timburr.

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

**Faster Choice Scarf Users**: Machop is in the slowest tier of Choice Scarf users, and its frailty is exposed when outsped by other Choice Scarf Pokemon such as Magnemite and Doduo.

**Physically Defensive Pokemon**: Machop doesn't have much of a way to break through physical tanks such as Foongus, Spritzee, Slowpoke, and Snubbull, especially since most physical tanks are Psychic- or Fairy-types. However, it can remove their items with Knock Off if the switch in is predicted, which really hinders their usefulness for the rest of the game.

**Ghost-types**: If Machop is locked into Dynamic Punch, Ghost-types like Gastly and Pumpkaboo-XL have a free switch in and force Machop out. However, if Machop hasn't locked into a move yet, they need to be cautious of switching into Knock Off.

**Status Moves**: Machop is not the most powerful for an offensive Pokemon, and a burn brings its Attack down to pretty poor levels. Paralysis prevents Machop from outspeeding the Pokemon that it needs to and makes it fairly easy to KO due to its frailty.
 
Last edited:

Hilomilo

High-low My-low
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Overview
* Your second line needs some cleaning up. I'd recommend dividing it into three lines, since otherwise it's a little confusing. In one line, talk about the benefit of guaranteed confusion, and in another, talk about the fact that a lot of Machop's switch-ins don't mind confusion too much (give examples!). In your third line, talk about the confusion nerf and say that it hurts Machop in that foes will more often than not avoid confusion and attack.
* Give examples of Machop's good coverage moves. Also specify what each coverage option hits (Poison Jab for Fairy-types, Rock Slide for Flying-types, etc.)
* Add a line here about the competition other Fighting-types give Machop. Say that Mienfoo gives it competition as a Choice Scarf user due to its better Speed, Regenerator ability, and access to U-turn, and that Timburr gives it competition as a bulky attacker due to its better bulk and access to Mach Punch.

Set
Looks good

Moves
* I'd add Close Combat here (don't put it in the set). Say that it can hit Rufflet, Vullaby, and Doduo slightly harder than Rock Slide and is useful under the circumstance that Dynamic Punch runs out of PP. Make sure to mention its biggest drawback, which is the decrease in Machop's already mediocre defenses.

Set Details
* I'd give a different example of a Dynamic Punch target than Vullaby in your second line, since you'll usually be hitting it with Rock Slide. You can keep it as the Rock Slide example, but find a different one for Dynamic Punch that's more realistic.
* Refer to 'Hit Points' as 'HP' in your third line, it's a little confusing otherwise.
* Your No Guard line needs some cleaning up, since most of what you have can just be condensed into one sentence. Change it to something like, "No Guard is the preferred ability, as it gives Dynamic Punch and Rock Slide perfect accuracy at the expense of guaranteed accuracy on foes' hits against Machop as well."

Usage Tips
* "It is also a good move to use if you predict the opponent's switch-in but don't want to hit it with one of Machop's other coverage moves." - I wouldn't say that Knock Off is useful if you don't feel like using a coverage move, that sounds odd. Just say that it should be predicted on switches into Pokemon resistant to Dynamic Punch that don't take super effective damage from Machop's coverage.
* "Dynamic Punch and Knock Off are the two safest moves and the moves you should use most often because they both have great utility in confusion and knocking off the opponent's item, respectively, even if you mispredict." - this line should be removed, as for the most part, it's redundant information.
* Your line regarding careful prediction is a little messy at the moment and should be condensed a little. Condense it to something like, "due to the nature of Choice Scarf, Machop must predict carefully so not to be locked onto an undesirable attack and generate free turns for the opponent."
* Remove "unless you predict something you're sure Machop can take." from your last line. Machop should never try switching into any attacks at all. Replace that part of the sentence in saying that Machop should be brought into play after a teammate has fainted or via slow pivot support.

Team Options
* Give more than just one example in your Rock-/Steel-type line. Archen, Kabuto, and Pawniard all work as examples.
* Replace Mareanie with Croagunk; the former is a lot more relevant and more reliably takes out most fairies.
* Give more examples of Dark-type Pokemon, like Pawniard and Vullaby.

Other Options
Looks good

Checks and Counters
* Change 'Other Choice Scarf Users' to 'Faster Choice Scarf Users' and remove your first sentence in the line, it's unnecessary fluff.
* Give another Ghost-type example and say that they should be wary of switching into Knock Off.

Make sure all of this is implemented and give yourself
1/3 afterward. Sorry for the weird font, for some reason this is the only one smogon's allowing me to write in.
 

Xayah

San Bwanna
is a Community Contributoris a Forum Moderator Alumnusis a Contributor Alumnus
[OVERVIEW]
  • Machop is really not that strong; 17 Attack is pretty weak when unboosted. Just say it is a decent Scarf user due to No Guard Dynamic Punch
  • Don't reference older generations; just say the chance of hitting itself confusion is fairly low
  • Mention its mediocre Speed making it get outsped by most other Scarf users
  • Specify that its bad bulk makes it easily revenge killed
  • Mention Dynamic Punch's low PP making Machop struggle to keep doing its job throughout the game
[SET]
name: Choice Scarf

good

[SET COMMENTS]
Moves
========
  • Mention D-Punch's low PP
Usage Tips
========
  • This should really start with what exactly Machop's goal is. Mention that it can either revenge kill or clean in the late game if its checks have been removed
[STRATEGY COMMENTS]
Other Options
=============
  • 14 Speed is not really respectable for an offensive mon like Machop. Mention that a BJ set appreciates Webs support
  • Guts is not outclassed by 'Pokemon like Timburr', just by Timburr.
Checks and Counters
===================
  • Fairy-types? Psychic-types? Flying-types? You mention them throughout the analysis but they are strangely missing here.

QC 2/3, write me up Scotty
 

Corporal Levi

ninjadog of the decade
is a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnus
Overview:
This paragraph feels a bit disorganized since it's just a collection of mostly unrelated points. Maybe join some of the sentences and reorder the paragraph a bit so it flows better?

Moves:
Mention that Knock Off hits Psychic-types as well.
Poison Jab only 3HKOes Snubbull due to Berry Juice, just say that it's for Cottonee.
Rock Slide does about the same damage as DynamicPunch against Vullaby/Rufflet/Archen. Specify that it's for Larvesta.

Team Options:
Mention hazard setters like Ferroseed, Pawniard for Machop to get KOs more easily, such as the 2HKO on offensive Vullaby.

Nice work, QC 3/3
 
amcheck
[OVERVIEW]

Machop is a decent Choice Scarf user with great utility moves in Knock Off and a 100% accurate Dynamic Punch thanks to No Guard. Dynamic Punch is very spammable due to the guaranteed confusion chance, as even Pokemon that resist it don't want to switch in and be confused. Machop has great coverage moves, always having the option to hit what Dynamic Punch doesn't;: Knock Off hits Ghost-types, Poison Jab hits Fairy-types, and Rock Slide hits Flying-types. Despite its good moveset, Machop is very frail due to its lack of Eviolite and is very reliant on its Choice Scarf, becoming quite slow for its role without the Choice Scarf and losing almost all of its effectiveness. Machop's low bulk allows it to be easily revenge killed and its low base Speed causes it to be outsped by most other Choice Scarf users. Also, some checks to Machop such as Spritzee and Slowpoke don't mind the confusion very much and the chance to hit oneself in confusion is lower from last last geonly oneration, making Machop's niche wors three. Machop faces competition from other Fightning-types;: as a Choice Scarf user, Mienfoo gives it competition because of its better Speed, Regenerator ability, and access to U-turn, and as a bulky attacker, Timburr gives it competition because of its better bulk and access to Mach Punch.

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

[SET COMMENTS]
Moves
========

Dynamic Punch will never miss thanks to No Guard ensuring all moves hit. That leaves Machop with a 100 Base Power STAB move that also has the utility of always confusing. Knock Off provides good coverage, hitting the Ghost-types that are immune to Dynamic Punch can't and the Psychic-types that resist it. It also provides utility against other Pokemon by removing the foe's item. Poison Jab is a good coverage move against the Fairy-types that resist Dynamic Punch, potentially OHKOing Cottonee. Rock Slide also provides good coverage, hitting Larvesta super effectively and not risking a burn from Flame Body. It also has the added utility of being able to makepotentially flinching the foe flinch. Close Combat can hit Vullaby, Rufflet, and Doduo slightly harder than Rock Slide and can be useful in the rare situation in which Dynamic Punch ran out of PP. However, it decreases Machop's already poor bulk even further.

Set Details
========

Jolly is the preferred nature because the combination of a Jolly nature, 236 Speed EVs, and the Choice Scarf boost allows Machop to outspeed the entire unboosted meta. 196 EVs go into Attack to maximize the stat, allowing Machop to dish out the most damage possible. It allows Machop toThis guarantees Machop a 2HKO with Rock Slide on non-defensive Vullaby after Stealth Rock damage. The remaining EVs go into both HP and Defense to increase both stats by one point, giving it a bit more bulk and longevity. No Guard is the preferred ability because it gives Dynamic Punch and Rock Slide perfect accuracy at the expense of giving your opponent perfect accuracy as well.


Usage Tips
========

Machop is a decent Choice Scarf user, dealing out heavy damage and spreading confusion with Dynamic Punch, and removing items with Knock Off. Dynamic Punch only has 8 PP, but it is a very spammable move and should be used often. It is very strong, and nothing wants to switch into a guaranteed chance of confusion. Knock Off is also fairly spammable since it provides great utility and is a good option to use on a predicted switch-in that resists Dynamic Punch and isn't hit super- effectively by its coverage moves. Psychic-, Fairy-, and Flying-types give Machop problems, but if their switch- into battle is predicted and a super effective move wais used, Machop couldan possibly stay in and 2HKO next turn. However, Machop is not capable of handling most bulky Pokemon of these types if they come in on Machop and have not been chipped dowtaken previously damage. For example, Spritzee is 3HKOed by Poison Jab and Slowpoke is 3HKOed by Knock Off. As with any Choice Scarf user, you must predict carefully so as not to be locked into an undesirable attack and give your opponent free turns. Machop is not very bulky and has no Eviolite, so it should only be brought in after a teammate has fainted or by a slow pivot so that it doesn't take an attack.


Team Options
========

Pokemon that can bring Machop into battle without being hit are good teammates, so slow U-turn and Volt Switch users like Mienfoo, Magnemite, and Chinchou make good partners. Rock-, Steel-, and Electric-types like Pawniard, Kabuto, and Archen make good teammates for Machop because they can check and even take out the Flying-types like Vullaby and Rufflet which could potentially outspeed Machop. Fairy-types are a good counters to Machop, so Pokemon that can beat them are good partners. In addition to Steel-types, Poison-types like Foongus and Croagunk are useful in countering them. Dark-type Pokemon such as Alolan Grimer, Pawnaiard, and Vullaby can Knock Off foes' items, making it easier for Machop to break through the opponent's team. In addition, Alolan Grimer and Pawniard can Pursuit- trap Psychic- and Ghost-types such as Abra and Gastly, clearing the way for Machop to sweep. Hazard setters such as Ferroseed and Pawniard allow Machop to reach ceratain KOs, in particular a 2HKO on offensive Vullaby with Rock Slide.

[STRATEGY COMMENTS]
Other Options
=============

Machop has access to other coverage moves like Ice Punch, Thunder Punch, Fire Punch, and Earthquake. However, these moves are not as useful as the coverage moves listed in the set. Bullet Punch can be run to hit Fairy-types, but Poison Jab is a better option because of its higher base power. Berry Juice can be used over a Choice Scarf on a Sticky Webs team, allowing Machop to have more longevity. Guts can be run over No Guard, but this causemeans Machop to haves to run a different Fighting-type move like Close Combat, whosthe use of which makes Machop frailer than it already is. A Guts set is also outclassed by Timburr.

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

**Faster Choice Scarf Users**: Machop is in the slowest tier of Choice Scarf users, so and its frailty is exposed when outsped by other Choice Scarf Pokemon such as Magnemite and Doduo.

**Physically Defensive Pokemon**: Machop doesn't have much of a way to break through physical tanks such as Foongus, Spritzee, Slowpoke, and Snubbull, especially since most physical tanks are Psychic- or Fairy-types. However, it can remove their items with Knock Off if the switch in is predicted, which really hinders their usefulness for the rest of the game.

**Ghost-types**: If Machop is locked into Dynamic Punch, Ghost-types like Gastly and Pumpkaboo-XL have a free switch- in and force Machop out. However, if Machop hasn't locked into a move yet, they need to be cautious of switching into Knock Off.

**Status Moves**: Machop is not the most powerful for an offensive Pokemon, and a burn brings its Attack down to pretty poor levels. Paralysis prevents Machop from outspeeding the Pokemon that it needs too and makes it fairly easy to KO due to its frailty.
tried to keep the subjective edits down this time, hope it turned out better than my previous attempt

edit: got some help and advice from gatodelfuego, thanks a lot! changed several things i missed, please use this newer version instead :)
 
Last edited:

Aaron's Aron

A concussion update in my info tab
amcheck
[OVERVIEW]

Machop is a decent Choice Scarf user with great utility moves in Knock Off and a 100% accurate Dynamic Punch thanks to No Guard. Dynamic Punch is very spammable due to the guaranteed confusion chance, as even Pokemon that resist it don't want to switch in and be confused. Machop has great coverage moves, always having the option to hit what Dynamic Punch doesn't;: Knock Off hits Ghost-types, Poison Jab hits Fairy-types, and Rock Slide hits Flying-types. Despite its good moveset, Machop is very frail due to its lack of Eviolite and is very reliant on its Choice Scarf, becoming quite slow for its role without the Choice Scarf and losing almost all of its effectiveness. Machop's low bulk allows it to be easily revenge killed and its low base Speed causes it to be outsped by most other Choice Scarf users. Also, some checks to Machop such as Spritzee and Slowpoke don't mind the confusion very much and the chance to hit oneself in confusion is lower from last last geonly oneration, making Machop's niche wors three. Machop faces competition from other Fightning-types;: as a Choice Scarf user, Mienfoo gives it competition because of its better Speed, Regenerator ability, and access to U-turn, and as a bulky attacker, Timburr gives it competition because of its better bulk and access to Mach Punch.

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

[SET COMMENTS]
Moves
========

Dynamic Punch will never miss thanks to No Guard ensuring all moves hit. That leaves Machop with a 100 Base Power STAB move that also has the utility of always confusing. Knock Off provides good coverage, hitting the Ghost-types that are immune to Dynamic Punch can't and the Psychic-types that resist it. It also provides utility against other Pokemon by removing the foe's item. Poison Jab is a good coverage move against the Fairy-types that resist Dynamic Punch, potentially OHKOing Cottonee. Rock Slide also provides good coverage, hitting Larvesta super effectively and not risking a burn from Flame Body. It also has the added utility of being able to makepotentially flinching the foe flinch. Close Combat can hit Vullaby, Rufflet, and Doduo slightly harder than Rock Slide and can be useful in the rare situation in which Dynamic Punch ran out of PP. However, it decreases Machop's already poor bulk even further.

Set Details
========

Jolly is the preferred nature because the combination of a Jolly nature, 236 Speed EVs, and the Choice Scarf boost allows Machop to outspeed the entire unboosted meta. 196 EVs go into Attack to maximize the stat, allowing Machop to dish out the most damage possible. It allows Machop toThis guarantees Machop a 2HKO with Rock Slide on non-defensive Vullaby after Stealth Rock damage. The remaining EVs go into both HP and Defense to increase both stats by one point, giving it a bit more bulk and longevity. No Guard is the preferred ability because it gives Dynamic Punch and Rock Slide perfect accuracy at the expense of giving your opponent perfect accuracy as well.


Usage Tips
========

Machop is a decent Choice Scarf user, dealing out heavy damage and spreading confusion with Dynamic Punch, and removing items with Knock Off. Dynamic Punch only has 8 PP, but it is a very spammable move and should be used often. It is very strong, and nothing wants to switch into a guaranteed chance of confusion. Knock Off is also fairly spammable since it provides great utility and is a good option to use on a predicted switch-in that resists Dynamic Punch and isn't hit super- effectively by its coverage moves. Psychic-, Fairy-, and Flying-types give Machop problems, but if their switch- into battle is predicted and a super effective move wais used, Machop couldan possibly stay in and 2HKO next turn. However, Machop is not capable of handling most bulky Pokemon of these types if they come in on Machop and have not been chipped dowtaken previously damage. For example, Spritzee is 3HKOed by Poison Jab and Slowpoke is 3HKOed by Knock Off. As with any Choice Scarf user, you must predict carefully so as not to be locked into an undesirable attack and give your opponent free turns. Machop is not very bulky and has no Eviolite, so it should only be brought in after a teammate has fainted or by a slow pivot so that it doesn't take an attack.


Team Options
========

Pokemon that can bring Machop into battle without being hit are good teammates, so slow U-turn and Volt Switch users like Mienfoo, Magnemite, and Chinchou make good partners. Rock-, Steel-, and Electric-types like Pawniard, Kabuto, and Archen make good teammates for Machop because they can check and even take out the Flying-types like Vullaby and Rufflet which could potentially outspeed Machop. Fairy-types are a good counters to Machop, so Pokemon that can beat them are good partners. In addition to Steel-types, Poison-types like Foongus and Croagunk are useful in countering them. Dark-type Pokemon such as Alolan Grimer, Pawnaiard, and Vullaby can Knock Off foes' items, making it easier for Machop to break through the opponent's team. In addition, Alolan Grimer and Pawniard can Pursuit- trap Psychic- and Ghost-types such as Abra and Gastly, clearing the way for Machop to sweep. Hazard setters such as Ferroseed and Pawniard allow Machop to reach ceratain KOs, in particular a 2HKO on offensive Vullaby with Rock Slide.

[STRATEGY COMMENTS]
Other Options
=============

Machop has access to other coverage moves like Ice Punch, Thunder Punch, Fire Punch, and Earthquake. However, these moves are not as useful as the coverage moves listed in the set. Bullet Punch can be run to hit Fairy-types, but Poison Jab is a better option because of its higher base power. Berry Juice can be used over a Choice Scarf on a Sticky Webs team, allowing Machop to have more longevity. Guts can be run over No Guard, but this causemeans Machop to haves to run a different Fighting-type move like Close Combat, whosthe use of which makes Machop frailer than it already is. A Guts set is also outclassed by Timburr.

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

**Faster Choice Scarf Users**: Machop is in the slowest tier of Choice Scarf users, so and its frailty is exposed when outsped by other Choice Scarf Pokemon such as Magnemite and Doduo.

**Physically Defensive Pokemon**: Machop doesn't have much of a way to break through physical tanks such as Foongus, Spritzee, Slowpoke, and Snubbull, especially since most physical tanks are Psychic- or Fairy-types. However, it can remove their items with Knock Off if the switch in is predicted, which really hinders their usefulness for the rest of the game.

**Ghost-types**: If Machop is locked into Dynamic Punch, Ghost-types like Gastly and Pumpkaboo-XL have a free switch- in and force Machop out. However, if Machop hasn't locked into a move yet, they need to be cautious of switching into Knock Off.

**Status Moves**: Machop is not the most powerful for an offensive Pokemon, and a burn brings its Attack down to pretty poor levels. Paralysis prevents Machop from outspeeding the Pokemon that it needs too and makes it fairly easy to KO due to its frailty.
tried to keep the subjective edits down this time, hope it turned out better than my previous attempt

edit: got some help and advice from gatodelfuego, thanks a lot! changed several things i missed, please use this newer version instead :)
Implemented! Thanks Infamy and Gato!

Ready for GP check #2.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
GP 2/2
[OVERVIEW]
Machop is a decent Choice Scarf user with great utility moves in Knock Off and a 100% accurate Dynamic Punch thanks to No Guard. Dynamic Punch is very spammable due to the guaranteed confusion, as even Pokemon that resist it don't want to switch in and be confused. Machop has It's complemented further by great coverage moves, always having giving Machop the option to hit what Dynamic Punch doesn't: Knock Off hits Ghost-types, Poison Jab hits Fairy-types, and Rock Slide hits Flying-types. Despite its good moveset, However, (AC) (no proper contrast)Machop is very frail due to its lack of Eviolite and is very reliant on its Choice Scarf, becoming quite slow for its role without the Choice Scarf and losing almost all of its effectiveness. Machop's low bulk allows it to be easily revenge killed and its low base Speed causes it to be outsped by most other Choice Scarf users. Also, some checks to Machop such as Spritzee and Slowpoke don't mind the confusion very much, (AC) and the chance to hit oneself in confusion is only one in three. (was this confirmed finally?) Machop faces competition from other Fighting-types: as a Choice Scarf user, Mienfoo gives it competition because of its better Speed, Regenerator ability, and access to U-turn, and as a bulky attacker, Timburr gives it competition because of its better bulk and access to Mach Punch.

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

[SET COMMENTS]
Moves
========

Dynamic Punch will never miss thanks to No Guard ensuring all moves hit. That leaves Machop with a 100-Base (AH) Power STAB move that also has the utility of always confusing. Knock Off provides good coverage, hitting the Ghost-types that are immune to Dynamic Punch and the Psychic-types that resist it. It also provides utility against other Pokemon by removing the foe's item. Poison Jab is a good coverage move against the Fairy-types that resist Dynamic Punch, potentially OHKOing Cottonee. Rock Slide also provides good coverage, hitting Larvesta super effectively and not risking a burn from Flame Body. It also has the added utility of potentially flinching making the foe flinch. Close Combat can hit Vullaby, Rufflet, and Doduo slightly harder than Rock Slide and can be useful in the rare situation in which Dynamic Punch ran out of PP. However, it decreases Machop's already poor bulk.

Set Details
========

Jolly is the preferred nature because the combination of a Jolly nature, combined with 236 Speed EVs (RC) and the Choice Scarf boost allows Machop to outspeed the entire unboosted metagame. 196 EVs go into Attack to maximize the stat, allowing Machop to dish out the most damage possible. This guarantees Machop a 2HKO with Rock Slide on non-defensive Vullaby after Stealth Rock damage. The remaining EVs go into both HP and Defense to increase both stats by one point, giving it a bit more bulk and longevity. No Guard is the preferred ability because it gives Dynamic Punch and Rock Slide perfect accuracy at the expense of giving your opponent perfect accuracy as well. (dex info, not a reason why you run No Guard)


Usage Tips
========

Machop is a decent Choice Scarf user, dealing out heavy damage and spreading confusion with Dynamic Punch, and removing items with Knock Off. Dynamic Punch only has 8 PP, but it is a very spammable move and should be used often. It is very strong, and nothing wants to switch into a guaranteed confusion. Knock Off is also fairly spammable, (AC) since it provides great utility and is a good option to use on a predicted switch-in that resists Dynamic Punch and isn't hit super effectively (RH) by its coverage moves. Psychic-, Fairy-, and Flying-types give Machop problems, but if their switch into battle is predicted and a super effective move is used, Machop can possibly stay in and 2HKO next turn. However, Machop is not capable of handling most bulky Pokemon of these types if they come in on Machop and have not taken previous damage. For example, Spritzee is 3HKOed by Poison Jab and Slowpoke is 3HKOed by Knock Off. As with any Choice Scarf user, you must predict carefully so as not to be locked into an undesirable attack and give your opponent free turns. Machop is not very bulky and has no Eviolite, so it should only be brought in after a teammate has fainted or by a slow pivot so that it doesn't take an attack.


Team Options
========

Pokemon that can bring Machop into battle without being hit are good teammates, so slow U-turn and Volt Switch users like Mienfoo, Magnemite, and Chinchou make good partners. Rock-, Steel-, and Electric-types like Pawniard, Kabuto, and Archen make good teammates for Machop because they can check and even take out the Flying-types like Vullaby and Rufflet which that could potentially outspeed Machop. Fairy-types are good counters to Machop, so Pokemon that can beat them are good partners. In addition to Steel-types, Poison-types like Foongus and Croagunk are useful in countering them. Dark-type Pokemon such as Alolan Grimer, Pawniard, and Vullaby can Knock Off foes' items, making it easier for Machop to break through the opponent's team. In addition, Alolan Grimer and Pawniard can Pursuit- trap Psychic- and Ghost-types such as Abra and Gastly, clearing the way for Machop to sweep. Entry hazard setters such as Ferroseed and Pawniard allow Machop to reach certain KOs, in particular a 2HKO on offensive Vullaby with Rock Slide.

[STRATEGY COMMENTS]
Other Options
=============

Machop has access to other coverage moves like Ice Punch, Thunder Punch, Fire Punch, and Earthquake. However, these moves are not as useful as the coverage moves listed in the set. Bullet Punch can be run to hit Fairy-types, but Poison Jab is a better option because of its higher base power Base Power. Berry Juice can be used over a Choice Scarf on a Sticky Web team, allowing Machop to have more longevity. Guts can be run over No Guard, but this means Machop has to run a different Fighting-type move like Close Combat, the use of which makes Machop frailer than it already is. A Guts set is also outclassed by Timburr.

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

**Faster Choice Scarf Users**: Machop is in the slowest tier of Choice Scarf users, (AC) and its frailty is exposed when outsped by other Choice Scarf Pokemon such as Magnemite and Doduo.

**Physically Defensive Pokemon**: Machop doesn't have much of a way to break through physical tanks such as Foongus, Spritzee, Slowpoke, and Snubbull, especially since most physical tanks are Psychic- or Fairy-types. However, it can remove their items with Knock Off if the switch in is predicted, which really hinders their usefulness for the rest of the game.

**Ghost-types**: If Machop is locked into Dynamic Punch, Ghost-types like Gastly and Pumpkaboo-XL have a free switch in (RH) and force Machop out. However, if Machop hasn't locked into a move yet, they need to be cautious of switching into Knock Off.

**Status Moves**: Machop is not the most powerful for an offensive Pokemon, and a burn brings its Attack down to pretty poor levels. Paralysis prevents Machop from outspeeding the Pokemon that it needs to and makes it fairly easy to KO due to its frailty.
 

Aaron's Aron

A concussion update in my info tab
GP 2/2
[OVERVIEW]
Machop is a decent Choice Scarf user with great utility moves in Knock Off and a 100% accurate Dynamic Punch thanks to No Guard. Dynamic Punch is very spammable due to the guaranteed confusion, as even Pokemon that resist it don't want to switch in and be confused. Machop has It's complemented further by great coverage moves, always having giving Machop the option to hit what Dynamic Punch doesn't: Knock Off hits Ghost-types, Poison Jab hits Fairy-types, and Rock Slide hits Flying-types. Despite its good moveset, However, (AC) (no proper contrast)Machop is very frail due to its lack of Eviolite and is very reliant on its Choice Scarf, becoming quite slow for its role without the Choice Scarf and losing almost all of its effectiveness. Machop's low bulk allows it to be easily revenge killed and its low base Speed causes it to be outsped by most other Choice Scarf users. Also, some checks to Machop such as Spritzee and Slowpoke don't mind the confusion very much, (AC) and the chance to hit oneself in confusion is only one in three. (was this confirmed finally?) Machop faces competition from other Fighting-types: as a Choice Scarf user, Mienfoo gives it competition because of its better Speed, Regenerator ability, and access to U-turn, and as a bulky attacker, Timburr gives it competition because of its better bulk and access to Mach Punch.

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

[SET COMMENTS]
Moves
========

Dynamic Punch will never miss thanks to No Guard ensuring all moves hit. That leaves Machop with a 100-Base (AH) Power STAB move that also has the utility of always confusing. Knock Off provides good coverage, hitting the Ghost-types that are immune to Dynamic Punch and the Psychic-types that resist it. It also provides utility against other Pokemon by removing the foe's item. Poison Jab is a good coverage move against the Fairy-types that resist Dynamic Punch, potentially OHKOing Cottonee. Rock Slide also provides good coverage, hitting Larvesta super effectively and not risking a burn from Flame Body. It also has the added utility of potentially flinching making the foe flinch. Close Combat can hit Vullaby, Rufflet, and Doduo slightly harder than Rock Slide and can be useful in the rare situation in which Dynamic Punch ran out of PP. However, it decreases Machop's already poor bulk.

Set Details
========

Jolly is the preferred nature because the combination of a Jolly nature, combined with 236 Speed EVs (RC) and the Choice Scarf boost allows Machop to outspeed the entire unboosted metagame. 196 EVs go into Attack to maximize the stat, allowing Machop to dish out the most damage possible. This guarantees Machop a 2HKO with Rock Slide on non-defensive Vullaby after Stealth Rock damage. The remaining EVs go into both HP and Defense to increase both stats by one point, giving it a bit more bulk and longevity. No Guard is the preferred ability because it gives Dynamic Punch and Rock Slide perfect accuracy at the expense of giving your opponent perfect accuracy as well. (dex info, not a reason why you run No Guard)


Usage Tips
========

Machop is a decent Choice Scarf user, dealing out heavy damage and spreading confusion with Dynamic Punch, and removing items with Knock Off. Dynamic Punch only has 8 PP, but it is a very spammable move and should be used often. It is very strong, and nothing wants to switch into a guaranteed confusion. Knock Off is also fairly spammable, (AC) since it provides great utility and is a good option to use on a predicted switch-in that resists Dynamic Punch and isn't hit super effectively (RH) by its coverage moves. Psychic-, Fairy-, and Flying-types give Machop problems, but if their switch into battle is predicted and a super effective move is used, Machop can possibly stay in and 2HKO next turn. However, Machop is not capable of handling most bulky Pokemon of these types if they come in on Machop and have not taken previous damage. For example, Spritzee is 3HKOed by Poison Jab and Slowpoke is 3HKOed by Knock Off. As with any Choice Scarf user, you must predict carefully so as not to be locked into an undesirable attack and give your opponent free turns. Machop is not very bulky and has no Eviolite, so it should only be brought in after a teammate has fainted or by a slow pivot so that it doesn't take an attack.


Team Options
========

Pokemon that can bring Machop into battle without being hit are good teammates, so slow U-turn and Volt Switch users like Mienfoo, Magnemite, and Chinchou make good partners. Rock-, Steel-, and Electric-types like Pawniard, Kabuto, and Archen make good teammates for Machop because they can check and even take out the Flying-types like Vullaby and Rufflet which that could potentially outspeed Machop. Fairy-types are good counters to Machop, so Pokemon that can beat them are good partners. In addition to Steel-types, Poison-types like Foongus and Croagunk are useful in countering them. Dark-type Pokemon such as Alolan Grimer, Pawniard, and Vullaby can Knock Off foes' items, making it easier for Machop to break through the opponent's team. In addition, Alolan Grimer and Pawniard can Pursuit- trap Psychic- and Ghost-types such as Abra and Gastly, clearing the way for Machop to sweep. Entry hazard setters such as Ferroseed and Pawniard allow Machop to reach certain KOs, in particular a 2HKO on offensive Vullaby with Rock Slide.

[STRATEGY COMMENTS]
Other Options
=============

Machop has access to other coverage moves like Ice Punch, Thunder Punch, Fire Punch, and Earthquake. However, these moves are not as useful as the coverage moves listed in the set. Bullet Punch can be run to hit Fairy-types, but Poison Jab is a better option because of its higher base power Base Power. Berry Juice can be used over a Choice Scarf on a Sticky Web team, allowing Machop to have more longevity. Guts can be run over No Guard, but this means Machop has to run a different Fighting-type move like Close Combat, the use of which makes Machop frailer than it already is. A Guts set is also outclassed by Timburr.

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

**Faster Choice Scarf Users**: Machop is in the slowest tier of Choice Scarf users, (AC) and its frailty is exposed when outsped by other Choice Scarf Pokemon such as Magnemite and Doduo.

**Physically Defensive Pokemon**: Machop doesn't have much of a way to break through physical tanks such as Foongus, Spritzee, Slowpoke, and Snubbull, especially since most physical tanks are Psychic- or Fairy-types. However, it can remove their items with Knock Off if the switch in is predicted, which really hinders their usefulness for the rest of the game.

**Ghost-types**: If Machop is locked into Dynamic Punch, Ghost-types like Gastly and Pumpkaboo-XL have a free switch in (RH) and force Machop out. However, if Machop hasn't locked into a move yet, they need to be cautious of switching into Knock Off.

**Status Moves**: Machop is not the most powerful for an offensive Pokemon, and a burn brings its Attack down to pretty poor levels. Paralysis prevents Machop from outspeeding the Pokemon that it needs to and makes it fairly easy to KO due to its frailty.
Thank you for the check, Mr. Plumberjack!

This analysis is now complete. Thanks to everyone that helped!
 

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