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Wait... Garchomp's uncounterable?

SR being omnipresent, Cloyster is as good as dead. Plus if you're going to be pumping his SDef(50/180 or 50/45, which do you think you should focus on?), you're really going to be overcentralising. And hell you'll be down one Pokemon anyway. If you're going to sacrifice Cloyster for 50% of Garchomp's health, you might as well sacrficice something else and OHKO with CB Ice Punch from Weavile.
Nobody would use cloyster on a team with no spinner. And since you try to assume that, I get to assume I have hail up and Garchomp is now dead due to hail and life orb recoil.

As for pumping SpD being "overcentralising", The analysis for Cloyster recommends 200 SpD EV's. By your logic, people shouldn't give Blissey defense EV's and a Bold nature.

Calcs using metalkid (which overshoots slightly so it's actually better than it looks here)

Draco meteor vs:
252/200 spread from the analysis (neutral nature) - 95.39% - 112.17%
252/200 spread from the analysis (+SpD nature) - 87.17% - 102.63%
252/252 spread (+SpD nature) - 81.25% - 95.72%
 
Nobody would use cloyster on a team with no spinner. And since you try to assume that, I get to assume I have hail up and Garchomp is now dead due to hail and life orb recoil.

If Garchomp comes out and SR is up on your side, are you really going to switch to Starmie/Forretress/Tentacruel/Whatever to spin away the Rocks before you switch in your Garchomp 'counter'?
 
Are they going to set up rocks with their Garchomp? I would be switching my spinner in as soon as rocks go up if I were using walls weak to rock.
 
First off, notice how I put the word counter in quotation marks? That's supposed to note that it's not an actual counter, because the word itself is extremely vague.

Well then, thank you for agreeing with me about Jumpluff. But, I do think the word counter is pretty clear. Maybe that's for a different topic though.

Second, Garchomp hardly ever carries Stone Edge unless it's Choiced, and most don't carry Fire Blast unless they're the Chain Chomp variation. I'm saying that this is good for the SD variation. If it's Choiced, I take care of it like I do with any Choice user.

I have seen Stone Edge Garchomp used on non-choice variants more and more recently. Fire Blast is a perfectly valid choice over Fire Fang, since it does just about the same damage even after a Swords Dance.

Why exactly should relying on prediction be a last resort at all? You're supposed to be using prediction the entire match, so if anything, it should be a first resort. With Garchomp especially, there's no 100% counter which has been stated a million billion times in this thread, so every one of Garchomp's "counters" SHOULD have to rely on prediction, because Garchomp has a way of taking out every one of them if they predict wrong. Even the ones that come really close like Cresselia can be taken out by Garchomp.

Relying on prediction is just as worthless as relying on critical hits. It's pure guesswork. With that said, I acknowledge that some "prediction" has to be done here and there in matches but reckless play like that should not be encouraged.

Perhaps this is also for another thread (and this isn't a reply to Bologo, I'm just putting it out there), isn't it funny that Garchomp can beat EVERY ONE of it's counters without drastically changing its moveset while still not losing any coverage?

What is Jumpluff doing to counter Garchomp? Well, there's the Encoring, but also let's see...Sleep Powder? How about Subseeding? After you Encore him, Jumpluff can also U-Turn out while Garchomp is switching to give you the advantage.

Oh, ok, so you took a huge risk, switched your Jumpluff in, did no damage to me and allowed me to switch out free of charge. That's a real great "counter". The only way Jumpluff would ever be able to touch a Garchomp is if they are both the last pokemon and you manage to Encore them into Struggle-ing before they massacre you.

Heh, why exactly would it matter if Jumpluff gets walled? It's not like it's an offensively-based pokemon anyway. I won't exactly be "back-pedalling" if your switch-in gets statused or hit with Leech Seed.

It's not that Jumpluff can be walled, it's about the fact that pretty much everything can wall it without even trying and without knowing the set. On top of that, it can't even do anything to its counters except PP stall, while it wastes its own PP and barely does any damage (if any). It's UU for a reason.

I'm not sure about this, but are you saying that a "counter" always has to be able to deal a huge amount of damage to the HP of the opponent they're countering? If so, that doesn't make sense, because then how exactly does Blissey counter anything?

The definition of counter is that the incoming pokemon has to pose a threat to the pokemon being countered. If I see that you switched a Jumpluff into my Garchomp, I won't be thinking "wow this is a threat". It would be more like "wow, thanks Bologo for the free switches".

Geez, I never even said that Jumpluff was a good "counter" to Garchomp, I just said that's what I personally use to stop him. This thread is opinion, I don't really see the need to say that something's terrible at it's job when you haven't used it for this purpose and I obviously have. Notice how many times I said "for me" in my original post.

Jumpluff can be a cute temporary solution, but using Jumpluff for the sole purpose of stopping Garchomp is really a bad idea. You say it works for you, but then you list reasons why Jumpluff is a terrible Garchomp stopper. Hence, my confusion.

Also, about your Cloyster paragraph, first off, why'd you mention Gengar being a good counter to Starmie? That has nothing to do with Cloyster being a "counter" to Garchomp. Cloyster has good defense, Gengar has terrible defense, I don't understand the relation.

I mention Gengar being a "good counter" to Starmie as a comparison. I know it's not actually a counter, I was using a "simile". Gengar is obviously not reliable enough to take down Starmie, just as Cloyster is not reliable enough to take down Garchomp. Gengar can take one, maybe even two of Starmie's hits and threaten with an OHKO, but good luck "predicting" to get it in when you don't resist any of it's common moves save Rapid Spin (and resisting one of Starmie's moves is more than Cloyster can say about Garchomp), take residual damage from SR and SS, and can easily be KOd by it, etc. At least Gengar has good typing to back it up.

The relation of Cloyster to Garchomp::Gengar to Starmie is pretty close. Sure, it might be able to sponge a hit or two and then threaten an OHKO, but other than that Cloyster is a liability to any team with its huge amount of weaknesses, its lack of recovery, its asstastic special defense and HP, and the fact that it's 2HKOd by the pokemon it's supposed to be "countering" after Stealth Rock.

I want to bold and reiterate this: Cloyster doesn't resist ANY of Garchomp's common moves. How can it possibly be a counter? Hey every time you switch your Garchomp-countering Cloyster in youre going to take a huge amount of damage and then I'm going to switch to Heatran. Great job countering me! If a Garchomp counter is easily walled, it can not be counted on to stop Garchomp. It's just too powerful for that, and giving your opponent free turns is just asking for them to set up or luck out. Garchomp can pose a threat when it's not even on the field. It limits the amount of pokemon that you can use against your opponent because you absolutely must keep your Garchomp counter in tip-top shape at all times. Garchomp is the lure and the sweeper all in one.

You also said that Cloyster has better things to do than stopping Gengar. Like what? If you're implying that it should be a spiker, then it's pretty much completely outclassed there by the other spikers. Stopping Garchomp would actually make it useful, so why not? It doesn't really matter if it doesn't resist any of Garchomp's moves. Blissey doesn't resist a great majority of the special attackers' moves, but it still stops them anyway...

Cloyster can spike/spin without being trapped by Magnezone and it makes a great Swampert counter, among other things. The fact that it can slow Garchomp down is neat, and I'm not saying its a terrible idea. Cloyster just can't stand up on its own as a Garchomp counter.

Comparing Blissey to Cloyster is laughable. Blissey has massive SpDef and HP stats which allow it to make a reckless switch here and there, even on physical moves. Cloyster can not say the same thing, boasting an HP stat that is lower than the Titanic. Blissey doesn't NEED to resist special attacks because it actually has the stats to use the whole "neutrality" thing effectively. Blissey can not be OHKOd by any unboosted special attack, whereas one wrong "prediction" with Cloyster will easily end it. Blissey also doesn't have the insane amount of weaknesses that Cloyster does. Weaknesses to Electric, (Stealth) Rock, Fighting, Grass, neutrality to Fire, Ground and Dragon. Those are not properties of a good wall, or a good pokemon. How can you justify using Cloyster as a wall when the only types it resists are Water and Ice, its own type? As if that wasn't enough, Blissey can actually do something to opposing switchins with Thunder Wave, Charm, Seismic Toss, Stealth Rock and any number of special moves, and help its team out in other ways by Wishpassing and Aromatherapy. Cloyster can spike and spin, I guess, but either way it is not posing a threat to much of anything.

Garchomps.
 
Outrage does (54.72% - 64.62%)

Draco Meteor does (76.65% - 90.57%)

With Stealth Rock it is an OHKO on Mamoswine.

With 4 Atk EVs, Ice Shard does (99.72% - 117.45%) to Garchomp with Choice Band and (86.43% - 103.05%) to a Garchomp with 16 HP EVs.


Ok you guys, I think this can count as a Garchomp counter b/c it can switch in and go for the kill.

So unless it has Fire Blast, it can switch in and almost always 1hko it, or have 1% life left, but 100% ko with SR.

I do understand Sr could be on Mamo's side, but same with Garchomp's side.

ALso, Mamoswine is immune to SS/Hail damage, keep that in mind ppl.

[252 Hp, 252 Defense, 4 Attack Mamoswine] Considering that Mamoswine can possibly move some Defense into attack, you can probably guarantee a 1hko by doing so... but here is just the 252/4/252 spread
 
You see, one of the few reasons Cloyster would get any use is that it learns Rapid Spin. Unless you actually want to run another Spinner on the same team? And there is a huge difference between 50/180 defense with an SR weak facing all those huge SE CB attacks and 255/135 SDef weak to one type with an instant recover move. Bliss can afford to invest less in SDef, because that Defense allows it to actually get a lot more done. Cloyster can't do shit with all of its weaknesses. Your analogy was completely wrong. And once again, taking 50% of its HP while dying is "countering" it? Really?
 
How about we make a rule that no one can say the words "overcentralizing" here? Most of the time, people use it in a ridiculously inaccurate manner (Cloyster having Special Defense EVs).

Though Cloyster has Rapid Spin, that's not necessarily its primary role. Or its role at all. Maybe I want to use him to take physical hits, and I'll use something else as a Spinner...
 
Ok you guys, I think this can count as a Garchomp counter b/c it can switch in and go for the kill.

So unless it has Fire Blast, it can switch in and almost always 1hko it, or have 1% life left, but 100% ko with SR.

I do understand Sr could be on Mamo's side, but same with Garchomp's side.

ALso, Mamoswine is immune to SS/Hail damage, keep that in mind ppl.

[252 Hp, 252 Defense, 4 Attack Mamoswine] Considering that Mamoswine can possibly move some Defense into attack, you can probably guarantee a 1hko by doing so... but here is just the 252/4/252 spread
That does'nt take Yache Berry into account.

...Or Sand Hax.
 
Forgive my battling ignorance in this discussion. I read through the thread from start to finish, but failed to find an EV spread for this hypothetical counter Cloyster, unless it was the max HP/Sp.Def spread. Had one been mentioned, and I missed it? Is its Attack strong enough unboosted by its nature?
 
That does'nt take Yache Berry into account.

...Or Sand Hax.


Let's not forget that Mamo will only be able to switch in once, and I somehow doubt Garchomp is sticking around to eat an Ice Shard unless it's locked into Outrage. How's the damage on Fire Blast by the way, or Fire Fang? Choice Band Stone Edge? Not so great either I'm guessing.
 
Heatproof Bronzong can really fuck with Garchomp. No one will ever use EQ on you without using a Fire attack first, lest he look like a fool. Some won't even try it AFTER they see the fire attack fail to do enough damage, because the notion of a non-Levitating Bronzong is that laughable.

As long as you come in on a Dragon (or Rock) attack, you can absorb the next Outrage, or the Fire Fang/Blast, and proceed to Hypnosis/Trick Room/Explode. Trick Room is my usual course of action in case he Subs, so I can Gyro Ball to break it while he uses an ineffectual Fire attack.
 
Heatproof Bronzong can really fuck with Garchomp. No one will ever use EQ on you without using a Fire attack first, lest he look like a fool. Some won't even try it AFTER they see the fire attack fail to do enough damage, because the notion of a non-Levitating Bronzong is that laughable.

As long as you come in on a Dragon (or Rock) attack, you can absorb the next Outrage, or the Fire Fang/Blast, and proceed to Hypnosis/Trick Room/Explode. Trick Room is my usual course of action in case he Subs, so I can Gyro Ball to break it while he uses an ineffectual Fire attack.

Heat Proof Bronzong back when the dust was still settling for the current metagame, was discussed to death. Not being able to switch into Earthquakes is tough, and the gig is up if you happen to switch in while spikes are down. A smart player will notice if you take spikes damage, or if their Fire Blast doesn't quite pack the same punch, or even if you're keeping Bronzong far away from powerful Earthquake wielders.

So, uh.. no dice.
 
it's pretty simple, garchomp is pretty much countered by any pokemon with ice shard. anything with a choice scarf, 333+ speed stat, and ice beam can counter. i've also been able to counter garchomp with shuckle. it took alot of prediction though. shucke used encore right after he used swords dance. then i used toxic, rest, then switch to a hazer. so really it takes two to take out garchomp.
 
So yeah, it seems like here that people are demanding WAY too much from one Pokémon to counter every possible nook and cranny of Garchomp set. Nothing can do that, just like nothing can counter both Standard Nasty Plot and Return Porygon-Z, or nothing can counter McGar, Hypnosis Gar, Life Orb Gar, Scarfgar all at once.

Also, saying "OMG SAND HAX MESSES UP YOUR COUNTER" is a waste of breath. Sandstream has the potential to mess up... every Chomp counter. We're not trying to debate how awesome Garchomp is, we're discussing counters.

By the way, Cloyster haters, Cloyster needs no Attack to neuter or kill Garchomp. He has STAB. If you want to run Skill Link Icicle Spear, be my guest, though Ice Beam is better most of the time.

Yache Berry Garchomp is interesting since with no Life Orb, it might be easier to handle. With no Life Orb, Suicune won't be that threatened by Dragon Claw and can just 2HKO with Ice Beam.

If you have a Spinner, Articuno makes a good counter as most sets don't run Stone Edge.

Running Steelix's damage, 252 HP / 252 Atk / 4 Def Relaxed CB Steelix will take 35.88% - 42.09% from a Swords Dance, Life Orb, Jolly Garchomp Outrage and will OHKO back with Ice Fang thanks to Choice Band.Steelix only takes 20.62% - 24.29% from Choice Band Outrage (duh) and a pitiful 15.25% - 18.08% from a Choice Scarf Adamant Garchomp Outrage.

Of course, Earthquake is SE on him, and most of the time he'll be taking a heavy hit. Even an Adamant Choice Scarf Garchomp Earthquake will just guarantee the 2HKO since this hypothetical Steelix is running Choice Band (Jolly and Steelix will probably win). However, carrying a Steelix that can 1-2HKO (with lefties and some Attack) a Garchomp that's outraging will make dealing with him way, way easier. Just throw in a Levitating guy or switch to your sturdy Flying type, like Zapdos, for those pesky Earthquakes.
 
Heat Proof Bronzong back when the dust was still settling for the current metagame, was discussed to death. Not being able to switch into Earthquakes is tough, and the gig is up if you happen to switch in while spikes are down. A smart player will notice if you take spikes damage, or if their Fire Blast doesn't quite pack the same punch, or even if you're keeping Bronzong far away from powerful Earthquake wielders.

So, uh.. no dice.

I think Heatproof is pretty viable as things currently stand. Spikes aren't nearly as common now as they used to be, and you can always pack a spinner if you have to. Flying-type and Levitate are all over the place; chances are your team has at least one, and no one will think twice if you switch in one of the umpteen other ground resists in leu of Bronzong. As for Chomp's Fire Blast (on anyone else's for that matter), as long as you don't switch INTO it, you still get that golden turn to set up Trick Room or Explode.

I used a Heatproof Bronzong for a while on Shoddy, and never once failed to fool anyone into assuming Levitate.
 
So... I'm going to try some tests, and see if this whole Icicle Spear thing works out well...
garchompcountercloysteruz2.jpg
 
rofl, that pic^ is amazing


I think the biggest reason Garchomp is hard to counter is because of his retarded damage output (universal STAB BP 120 moves + Sword's Dance). If he was missing either of these two qualities, I don't think people would really be having this discussion (I want to punch GameFreak in the face)

Am I the only one who thinks Garchomp is the most difficult pokemon to counter in OU?
 
the one thing yache chomp has over life orb chomp, is the free swords dance it gets ;) and bronzong is bulky enough to not run heatproof, garchomp would make mincemeat out of one anyway and no garchomp is not the hardest poke to counter, that prize goes to uncounterable wobby ;)
 
He's not TERRIBLY difficult to counter like Palkia is in Ubers, but he does require thought and planning. And not sucking at battle.

Uh, phalanax or whatever, I kinda can't figure out what you're saying.

One minor quibble:
It's not that Jumpluff can be walled, it's about the fact that pretty much everything can wall it without even trying and without knowing the set.
Other than Grass types, what can wall a fast Sleeping subseeder without even trying? Did I miss something?
 
the one thing yache chomp has over life orb chomp, is the free swords dance it gets ;) and bronzong is bulky enough to not run heatproof, garchomp would make mincemeat out of one anyway and no garchomp is not the hardest poke to counter, that prize goes to uncounterable wobby ;)


Let me rephrase my question.

Do people think Garchomp is the hardest pokemon to not lose to in OU? (ie, Garchomp causes you to not win more battles than any other pokemon in OU. And if you say Garchomp let's you win all the time, surely there must be people who lose to you all the time because of that same Garchomp)
 
People really need to realize it takes skill,prediction and a good team counter Garchomp. Like Chris has said, Gengar and P-Z have no safe counters, you just have to outspeed them or force them to switch with prediction.

Not related or anything, people know Suicune can't KO with Ice Beam, but they switch into Cune' still, only to realize they get KO'd by Ice Beam right after that.
 
i run garchomp in my team and when it comes to BPing from jask, metagross is my first choice not garchomp, more people lose as a consequence of my metagross' 4 type coverage rather then garchomp, which is walled easier
 
If Cloyster can come in on Garchomp and pose a threat, that is a counter by your definition. I have twisted no words here, right? Next part-

If Cloyster can come in on Garchomp, take a huge amount of damage and pose a threat, it is still a counter by your definition regardless of your next move. That being said, I disagree with your definition of a counter, as a counter should be able to switch in to the Pokemon it is designed to counter and hold an absolute advantage (i.e. free set-up, forced switch, threaten a KO). If you switch, Cloyster actually succeeded as a counter by my stated definition above, even if it takes a huge chunk of damage. As an example, this is the same way Cresellia counters Salamence.

I bolded the part that I feel is significant about your post. The point I am getting across is that Cloyster can come in on Garchomp, but you take a HUGE AMOUNT OF DAMAGE. How is that useful at all? Sure it fits what a "counter" should be, but you are completely missing the point. No good battler is going to see you switch in a Cloyster and not know exactly what to do next time, eliminating anything that you could even try before it works. If Cloyster is your best switchin for Garchomp, you are in trouble. A counter should be able to threaten a pokemon more than once, if not by definition then by common sense instead.

I'm not hating on Cloyster here. In fact, it evolves from my favorite pokemon. I just find it funny that someone is suggesting this pokemon as a counter to the most potent offensive threat in the game despite admitting that it will lose huge chunks of HP any time it tries to come in.

Cloyster can counter Garchomp. Once. How often do you only see your opponent's individual pokemon once? If you do, its usually because you just got swept by it. It's unrealistic to expect that you can effectively keep Garchomp away for a whole battle with just a Cloyster.

If you took the time to criticize my entire post (instead of breaking it up) you would realize that I said exactly the same thing as you did, but I went one step further and thought about the next time it comes in. Cloyster is only reliable to switch into a Garchomp move once, maybe twice, before it is completely useless as a Garchomp counter. If I can't rely on Cloyster to stop Garchomp any time it switches in, it is not a counter. It would only be a "counter" the first time you switch it in. After that it is just a sacrifice.

Is my Cloyster:Garchomp::Gengar:Starmie analogy really that difficult to understand?
 
Again, it's the whole "the definition of counter is no longer necessary" thing.

We might as well change it, or at least coin another term.

DP's metagame isn't like ADV or GSC where you looked to "stop" (counter) every threat...you can't do that in DP. Instead you have to look to "beat" (revenge kill? manage momentum?) Pokemon.

Just don't use the word "Counter" when stating Cloyster for Garchomp.

Just say its a way to deal with Garchomp.
 
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