lol gyarados taking on cresselia good one
All calcs are a Swords Dance Outrage from a Jolly Garchomp (359*2 attack), and assume Garchomp has a Yache Berry.
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Please stop with the "Any steel walls SD Outrage". While the damage percentages aren't all 1-2HKO's, remember that Garchomp outspeeds everything here, and that only Heatran/Metagross (sometimes Jirachi) have attacks that really threaten Garchomp.
You have to realize that Jirachi, Metagross, and Heatran aren't going to switch into Garchomp unless it's already locked in. (Else, Earthquake will blow them all up after a Swords Dance.) In this case it's a revenge kill scenario, they'll take one hit for 40-50% of their health, and finish Garchomp off. The other Steels listed will just be switching right into the Swords Dance and thus haven't taken a hit yet anyway.
Skarmory will Roost the damage off. Garchomp is still stuck in Outrage, leading to free damage on it, or is probably switched out since it loses more often than not if it gambles against it confusion. Forretress may have already set up Toxic Spikes at the start of the match, thus Garchomp is already screwed, and has a pretty hefty Gyro Ball against the much faster Garchomp if it carries that attack. Bronzong likewise and it's a fairly common Gyro Baller with even the occasional HP Ice. Jirachi is the worst of the bunch in terms of damage potential on Garchomp, since it's seldom an attacker and doesn't often carry Ice attacks, but the standard wishpasser will typically just recover off the damage anyway and nullify Garchomp's gain there.
You guys are missing the point. Sure you can revenge-kill Garchomp, but the whole concept of revenge-killing denotes that Garchomp has already killed one of your pokemon!
And here's the kicker - there aren't many revenge-killers that
1: Outspeed Garchomp
2: OHKO it
Probably CB Weavile
Or for that matter
1: Outspeed Garchomp
2: 2HKO it
3: Take a hit from it.
Or:
1: OHKO it
2: Take a hit from it
So in *most* situations, you're losing 2 pokemon AT LEAST. And that's if Outrage doesn't end before you can take it down, giving it the opportunity to do more damage.
While true, the list expands greatly once you factor in the assumption that Garchomp is
not at full health. Between entry hazards and having two turns to smack Garchomp around before it even becomes a sweeping threat (the SD turn, plus switch-in unless coming in off a kill), Garchomp won't be sitting at 100% by the time you can do something about it. It could be anywhere from ~80%, if it switched in on a Rock attack or after a kill and then SDed on the switch, to under 30% if it absorbed an Ice attack (with Yache) while setting up.
This is a bit off topic but I just had to say...remember when everyone thought Garchomp was overrated and people talked about how it didn't live up to the hype in the beginning of D/P...how things have changed.
I must be the winner then, I was saying Garchomp was the most dangerous attacker in the game long before all this "omg overpowered" talk started. 8)
Wrap in R/B/Y just needed a simple tweaking in the game mechanics to fix it going into the next generation, they are not just going to make us all forget Garchomp existed and delete him from the pokedex. As for Toxic sucking in GSC, I have no idea what you are talking about, it was more useful than ever, as you needed Rest/Aromatherapy, or else even Blissey would be out stalled in a heartbeat.
Wrap was still inaccurate and very, very weak damage even if it was "infinite." You usually lose more taking up a moveslot with Wrap than you gain in damage output from your free turns with it.
Toxic reverted to regular Poison until Advance. It does add free damage but it's also protection from more important status effects. PAR is still brutal in GSC and keeping one enemy asleep has always been a priority for most people, why would you want to protect your enemy from them by putting wussy Poison on them? It's not a dangerous status so Blissey can just remove it at her leisure, there's no "forcing" her to use it.