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.
[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.
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