Garchomp (CAP)

Lasen

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[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Fire Fang / Stone Edge
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Set Details
===================
Garchomp is CAP's premier wallbreaker, being able to sweep teams with its great STAB combination, above average Speed, and Swords Dance to boost its already stellar Attack. Scale Shot makes it nearly impossible to revenge kill, especially thanks to its good natural bulk, while also doubling up as a decently strong STAB move. Fire Fang allows Garchomp to break past the few Pokemon that resist its STAB combination, namely Corviknight, Equilibra, and Jumbao, while also being an effective tool to handle Ferrothorn. Stone Edge is an option to immediately dispose of Flying-types such as Mandibuzz and Zapdos. Leftovers provides more longevity, while a Life Orb boosts Garchomp's firepower and lets it blow past Clefable and Equilibra.

Garchomp is a very self-sufficient Pokemon, helping its teammates moreso than getting help from them. Regardless, Future Sight support from Slowking or Slowbro is appreciated to prevent physical walls such as Tomohawk and Arghonaut from immediately switching in. Jumbao is another good partner, breaking past physical walls with its strong special attacks and potentially providing Drought for a stronger Fire Fang or Healing Wish support. Stealth Rock setters like Heatran and Tyranitar can take Ice-type moves to cover one of Garchomp's core weaknesses. Heatran also covers the Fairy-type matchup and can use Taunt on walls such as Tomohawk and Zapdos to prevent them from recovering their HP. Because Rillaboom can revenge kill -1 Defense Garchomp, Zapdos and Corviknight are good to resist its Grassy Glide, and they can also provide Defog. In return, Garchomp offensively checks Heatran, which threatens both of them. In hyper offense builds, Volcarona and Cawmodore both form good wallbreaking cores with Garchomp, with Volcarona disposing of Garchomp's checks in Jumbao and Tomohawk while Garchomp breaks through Heatran and Blissey. Cawmodore and Garchomp overwhelm their shared checks through repeated hits.


[SET]
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Endure / Rest / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Impish / Jolly
evs: 252 HP / 136 Def / 120 Spe

[SET COMMENTS]
Set Details
===================
Defensive Garchomp has a great defensive typing, great natural bulk, and good Speed, allowing it to set up Stealth Rock quite comfortably despite not having reliable recovery. Rough Skin and Rocky Helmet hurt contact-reliant physical attackers such as Zeraora and Rillaboom as well as U-turn and Knock Off users like Tornadus-T. Toxic allows Garchomp to cripple common entry hazard removers such as Tomohawk, Mandibuzz, Zapdos, and Tornadus-T, which are immune to Earthquake, and the bulky Water- and Ground-types that want to switch into it. Endure works extremely well with the poison and contact damage that Garchomp deals. Another option is Rest, which gives Garchomp longevity while also turning it into a pseudo-status absorber against various foes it switches into, such as Heatran and Toxapex. Alternatively, Dragon Tail phazes foes and forces them to take damage from Stealth Rock. Fire-type coverage can be run to hit Steel-types such as Equilibra and Corviknight, which are otherwise immune to Garchomp's moveset and can remove Stealth Rock for free as it switches out. 120 Speed EVs with an Impish nature allow Garchomp to outspeed Adamant Rillaboom, while a Jolly nature allows it to outspeed Jolly Rillaboom, Timid Heatran, and Zapdos.

Defensive Garchomp appreciates Knock Off support to get the most mileage out of its Stealth Rock by removing foes' Heavy-Duty Boots and Leftovers. Ferrothorn and Arghonaut both have Knock Off and appreciate Garchomp pressuring Defog users so they can set up their own hazards. Garchomp struggles against Fairy-types, so partners like Heatran, Corviknight, and Scizor are appreciated. Blissey is a great partner that can provide cleric support and sponge the commonly special Ice- and Dragon-type attacks Garchomp fears. In exchange, Garchomp can take on the physical attackers that threaten Blissey and most likely chip them as they make contact with it. Bulky Water-types like Slowking and Arghonaut and Flying-types like Tornadus-T all appreciate Garchomp checking Electric-type pivots such as Zeraora and Zapdos extremely well.

[STRATEGY COMMENTS]
Checks and Counters
===================

**Fairy-types**: Jumbao, Clefable, and Tapu Fini can all switch in on Garchomp and take a hit while threatening it out with Moonblast, but they still have to be careful of Life Orb Swords Dance sets. They also block Scale Shot and the Speed boost it provides so Garchomp can be more easily revenge killed. Kerfluffle has the option of switching in and threatening to OHKO, but it takes heavy damage from Earthquake.

**Physically Bulky Pokemon**: Tomohawk, Hippowdown, Slowbro, and Arghonaut all can take Garchomp's physical hits and force it out by either phazing it, threatening it with status, or straight up winning against it. None of them appreciate the defensive set's Toxic, though.

**Ice-type moves**: Syclant and Weavile both can outspeed and force out Garchomp, and they can even revenge kill it after Scale Shot with STAB Ice Shard. Ice Beam from various special attackers such as Krilowatt and Gastrodon will similarly end with Garchomp being KOed.

**Rillaboom**: Not only can Rillaboom revenge kill Swords Dance sets thanks to Grassy Glide and Scale Shot lowering Garchomp's Defense, but its Grassy Terrain lowers Earthquake's power. Defensive Garchomp will almost trade with it through recoil, however, so it has to be careful.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[2spoopy4u, 251944], [snake_rattler, 227784]]
- Grammar checked by: [[Finland, 517429]]
 
Last edited:
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[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Fire Fang / Stone Edge
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Set Details
===================
Garchomp is CAPs premier wallbreaker, being able to sweep teams with its great Dragon / Ground STAB combination, above average Speed, and Swords Dance to boost its already stellar Attack. Scale Shot allows it to boost its Speed while also doubling up as a decently strong STAB. This in combination with the Attack boost from Swords allows Garchomp to break past walls and become nearly impossible to revenge kill, especially thanks to its good natural bulk. Fire Fang allows Garchomp to break past the few things that resist its Ground / Dragon combination, namely Corviknight, Equilibra, and Jumbao while also being an effective tool to check Ferrothorn offensively. Stone Edge is an option to be able to hit Flying-types such as Mandibuzz and Zapdos and immediately dispose of them. Leftovers provides more longevity while Life Orb boosts Garchomp's firepower and lets it blow past Clefable and Equilibra.

Garchomp is a very self sufficient Pokemon, helping its teammates moreso than it gets help from them. Regardless, Future Sight support from Slowking or Slowbro is appreciated so as to prevent physical walls such as Tomohawk and Arghonaut from effectively counter Garchomp immediately switching in. Jumbao is another good partner, breaking past walls with its strong special attacks and potentially providing Drought for stronger Fire Fangs or Healing Wish support to allow Garchomp to attempt to sweep the opponent's team one more time. Stealth Rock setters like Heatran or Tyranitar that can take the Ice-type moves that threaten Garchomp unfinished sentence. Heatran also covers the Fairy-type match-up and can Taunt walls worth it to give one or two relevant examples to prevent them from recovering their HP. Zapdos and Corviknight are good partners that both check Rillaboom who can revenge kill Garchomp especially if its Defense is lowered and can Defog hazards away for Garchomp to be as healthy as possible when it attempts to set up. In return, Garchomp offensively checks Heatran who threatens both of them. i think you could give a brief mention to volcarona and maybe cawmodore somewhere, specifically for their synergy on HO teams


[SET]
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Endure / Rest / Dragon Tail
move 4: Toxic
item: Rocky Helmet
ability: Rough Skin
nature: Impish / Jolly
evs: 252 HP / 136 Def / 120 Spe

[SET COMMENTS]
Set Details
===================
Tank Garchomp is underutilized Stealth Rocker, primarily because of the opportunity cost of not using its Swords Dance set and its total lack of reliably recovery. Even still, Tank Garchomp has a great defensive typing and great natural bulk, combined with good Speed allowing it to set up Stealth Rock quite comfortably. It heavily punishes mindless U-Turn and Knock Off users with the combination of Rough Skin and Rocky Helmet. Toxic allows Garchomp to cripple common Defoggers hazard removers such as Tomohawk, Mandibuzz, Zapdos, and Tornadus-T which are immune to Earthquake and the bulky Water- and Ground-types that want to switch in. Earthquake is chosen as an attacking move to hit the Steel-types that are immune to Toxic eq is self explanatory, and its synergy with toxic is better mentioned in the previous sentence. Endure works extremely well with the residual damage that Garchomp deals, whether it's from Toxic or from contact moves stacking up Rough Skin and Rocky Helmet damage. Another option is Rest, that allows Garchomp to remain relevant for longer while also turning it into a pseudo status absorber from various foes it switches into such as Heatran and Zapdos ive never seen toxic zap, and idt heat wave burns are enough to mention. Alternatively, Dragon Tail phazes foes and forces them to take damage from Stealth Rock. Fire-type coverage can be run to hit Steel-types such as Equilibra and Corviknight who are otherwise immune to Garchomp's moveset and can remove its Stealth Rock for free. 120 Speed EVs with an Impish nature allow Garchomp to outspeed Adamant Rillaboom, while a Jolly nature allows it to outspeed Jolly Rillaboom, Timid Heatran, and Zapdos.

Physically defensive Garchomp appreciates Knock Off support so that it gets the most mileage out of the Stealth Rock it sets by removing foes' Heavy-Duty Boots and Leftovers. Ferrothorn and Arghonaut both can Knock Off items and appreciate Garchomp pressuring Defog users so they can set up their own hazards. Garchomp struggles against Fairy-types, so partners like Heatran, Corviknight, Bisharp idt bisharp beats most of the fairies, and Scizor are appreciated. Blissey is a great partner that can provide cleric support to remove various status conditions and sponge the commonly Special based Ice- and Dragon-type attacks. In exchange, Garchomp can take on the physical attackers that threaten Blissey and most likely chip them as they make contact with it. Toxic Spikes setters such as Toxapex free up Garchomp's fourth moveslot and let it phaze its opponents with Dragon Tail to a much greater effect. one of the main draws of toxic is hitting mons that aren't grounded like tomo and mandi so this sentence isn't super relevant, especially since tspikes are already very uncommon and hard to fit on most teams. i also think you could add a sentence somewhere about being a volt blocker; being a decent answer to zapdos and especially zeraora is really nice, so you could say something about teammates who appreciate having a reliable zera answer or something

[STRATEGY COMMENTS]
Checks and Counters
===================

**Fairy-types**: Jumbao, Clefable and Tapu Fini can all switch in on Garchomp and take a hit while threatening it out with Moonblast, but still have to be careful of Swords Dance sets with Life Orb. They also block Scale Shot and the Speed boost it provides so Garchomp can be more easily revenge killed.

**Physically Bulky Pokemon**: Tomohawk, Hippowdown, Slowbro, and Arghonaut all can take Garchomp's physical hits and either phaze it or force it out beat it i think this wording is slightly better with something like slowbro which doesnt really beat it but chomp still doesnt want to stay in and get burned. None of them appreciate the defensive set's Toxic, though.

**Ice-type moves**: Syclant and Weavile both can force Garchomp out by outspeeding and possessing strong attacks and can even revenge kill it with STAB Ice Shard. Ice Beam from various special attackers such as Krilowatt or Gastrodon will similarly end with Garchomp being KOed.

**Rillaboom**: Rillaboom can not only revenge kill Swords Dance sets thanks to Grassy Glide and Scale Shot lowering Garchomp's Defense, but its Grassy terrain lowers Earthquake's power and thus Garchomp's breaking potential. Defensive Garchomp will almost trade with it through recoil, however, so it has to be careful.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
nice, 1/2
 
Implemented the changes: reworded a few sentences in the body paragraphs, added examples for Garchomp's checks, added Volcarona and Cawm mentions for SD Chomp and added a sentence about the benefits of Garchomp serving as an electric immunity. I do think Bisharp beats a lot of the fairy-types with few exceptions like Focus Blasting Jumbao or Tapu Koko so I would like to discuss this further but otherwise, this is ready for its 2nd check!
 
Zapdos and Corviknight are good partners that both check Rillaboom who can revenge kill Garchomp especially if its Defense is lowered and can Defog hazards away for Garchomp to be as healthy as possible when it attempts to set up.

Consider something like: Because Rillaboom can revenge kill -1 Defense Garchomp, Zapdos and Corviknight make for good partners and can also Defog hazards away.

name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Endure / Rest / Dragon Tail
move 4: Toxic
item: Rocky Helmet
ability: Rough Skin
nature: Impish / Jolly
evs: 252 HP / 136 Def / 120 Spe

Change to:

name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Endure / Rest / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Impish / Jolly
evs: 252 HP / 136 Def / 120 Spe

Based on the order you explain the moves

Tank Garchomp is underutilized Stealth Rocker, primarily because of the opportunity cost of not using its Swords Dance set and its total lack of reliably recovery. Even still, Tank Garchomp has a great defensive typing and great natural bulk, combined with good Speed allowing it to set up Stealth Rock quite comfortably.

honestly I'd rather see this sentence start up front with what this set checks and then mention the recovery issue. Don't cross-reference sets

all appreciate Garchomp's Ground immunity and it checking Electric-type pivots such as Zeraora and Zapdos extremely well.

**Fairy-types**: Jumbao, Clefable and Tapu Fini can all switch in on Garchomp and take a hit while threatening it out with Moonblast, but still have to be careful of Swords Dance sets with Life Orb. They also block Scale Shot and the Speed boost it provides so Garchomp can be more easily revenge killed.

Could mention how Kerf just outspeeds and kills, up to you

hit em with the QC 2/2
 
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[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Fire Fang / Stone Edge
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Set Details
===================
Garchomp is CAPs CAP's premier wallbreaker, being able to sweep teams with its great Dragon / Ground STAB combination, above average Speed, and Swords Dance to boost its already stellar Attack. Scale Shot allows it to boost its Speed while also doubling up as a decently strong STAB move. This, (AC) in combination with the Attack boost from Swords Dance, (AC) allows Garchomp to break past walls and become nearly impossible to revenge kill, especially thanks to its good natural bulk. Fire Fang allows Garchomp to break past the few things Pokemon that resist its Ground / Dragon STAB combination, namely Corviknight, Equilibra, and Jumbao, (AC) while also being an effective tool to check Ferrothorn offensively. Stone Edge is an option to be able to hit Flying-types such as Mandibuzz and Zapdos, (AC) and immediately dispose disposing of them. Leftovers provides more longevity, (AC) while a Life Orb boosts Garchomp's firepower and lets it blow past Clefable and Equilibra.

Garchomp is a very self sufficient self-sufficient Pokemon, helping its teammates moreso than it gets help from them. Regardless, Future Sight support from Slowking or Slowbro is appreciated so as to prevent physical walls such as Tomohawk and Arghonaut from immediately switching in. Jumbao is another good partner, breaking past walls with its strong special attacks, (AC) and potentially providing Drought for a stronger Fire Fangs Fire Fang or Healing Wish support to allow Garchomp to attempt to sweep the opponent's team one more time. Stealth Rock setters like Heatran or and Tyranitar that can take the Ice-type moves that threaten Garchomp pair nicely by covering one of Garchomp's core weaknesses. Heatran also covers the Fairy-type match-up and can use Taunt on walls such as Tomohawk and Zapdos to prevent them from recovering their HP. Because Rillaboom can revenge kill -1 Defense Garchomp, Zapdos and Corviknight make for good partners I assume you want them because they can check it? It isn't clear why, so you could add it. , (AC) and they can also use Defog to clear hazards away. In return, Garchomp offensively checks Heatran, (AC) who threatens both of them. In Hyper Offense hyper offense builds, Volcarona and Cawmodore both form good wallbreaking cores with Garchomp, with Volcarona disposing of Garchomp's checks in Jumbao and Tomohawk while Garchomp breaks through Heatran and Blissey. Similarly, Cawmodore and Garchomp work through their checks by overwhelming them through repeated hits.


[SET]
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Endure / Rest / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Impish / Jolly
evs: 252 HP / 136 Def / 120 Spe

[SET COMMENTS]
Set Details
===================
Tank Garchomp has a great defensive typing, great natural bulk, and good Speed, (AC) allowing it to set up Stealth Rock quite comfortably (RC) despite not having reliable recovery. It checks physical attackers that rely on contact moves for damage, such as Zeraora and Rillaboom, (AC) as well as U-Turn and Knock Off users like Tornadus-T, (AC) with the combination of Rough Skin and Rocky Helmet. Toxic allows Garchomp to cripple common hazard removers such as Tomohawk, Mandibuzz, Zapdos, and Tornadus-T, (AC) which are immune to Earthquake, (AC)(remove space) and the bulky Water- and Ground-types that want to switch in. Endure works extremely well with the residual damage that Garchomp deals, whether it's from Toxic or from contact moves, (AC) stacking up Rough Skin and Rocky Helmet damage. Another option is Rest, that which allows Garchomp to remain relevant for longer "Relevant for longer" seems too vague. Please make it clearer what it actually does. while also turning it into a pseudo status psuedo-status absorber from various foes it switches into, (AC) such as Heatran and Toxapex. Alternatively, Dragon Tail phazes foes and forces them to take damage from Stealth Rock. Fire-type coverage can be run to hit Steel-types such as Equilibra and Corviknight, (AC) who are otherwise immune to Garchomp's moveset and can remove Stealth Rock for free. 120 Speed EVs with an Impish nature allow Garchomp to outspeed Adamant Rillaboom, while a Jolly nature allows it to outspeed Jolly Rillaboom, Timid Heatran, and Zapdos.

Physically defensive Garchomp appreciates Knock Off support so that it gets the most mileage out of the Stealth Rock it sets by removing foes' Heavy-Duty Boots and Leftovers. Ferrothorn and Arghonaut both can Knock Off items remove items with Knock Off and appreciate Garchomp pressuring Defog users, (AC) so they can set up their own hazards. Garchomp struggles against Fairy-types, so partners like Heatran, Corviknight, and Scizor are appreciated. Blissey is a great partner that can provide cleric support to remove various status conditions and sponge the commonly Special based special Ice- and Dragon-type attacks. In exchange, Garchomp can take on the physical attackers that threaten Blissey and most likely chip them as they make contact with it. Bulky Water-types like Slowking and Arghonaut, (AC) as well as Flying-types like Tornadus-T, (AC) all appreciate Garchomp's Garchomp checking Electric-type pivots such as Zeraora and Zapdos extremely well.

[STRATEGY COMMENTS]
Checks and Counters
===================

**Fairy-types**: Jumbao, Clefable, (AC) and Tapu Fini can all switch in on Garchomp and take a hit while threatening it out with Moonblast (RC) but still have to be careful of Swords Dance sets with a Life Orb. They also block Scale Shot, (AC) and the Speed boost it provides, (AC) so Garchomp can be more easily revenge killed. Kerfluffle has the option of switching in and threatening to OHKO (RC) but takes heavy damage from Earthquake.

**Physically Bulky Pokemon**: Tomohawk, Hippowdown, Slowbro and Arghonaut all can take Garchomp's physical hits and force it out by either phazing it, threatening it with status, (AC) or straight up winning against it. None of them appreciate the defensive set's Toxic, though.

**Ice-type moves**: Syclant and Weavile both can force Garchomp out by outspeeding and possessing strong attacks and can even revenge kill it with STAB Ice Shard. Ice Beam from various special attackers such as Krilowatt or and Gastrodon will similarly end with Garchomp being KOed.

**Rillaboom**: Rillaboom can not only revenge kill Swords Dance sets thanks to Grassy Glide and Scale Shot lowering Garchomp's Defense, but its Grassy terrain Terrain lowers Earthquake's power, (AC) and thus Garchomp's breaking potential. Defensive Garchomp will almost trade with it through recoil, however, so it has to be careful.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[2spoopy4u, 251944], [snake_rattler, 227784]]
- Grammar checked by: [[username1, userid1]]
 
AM check
add remove comments
(AC)
- add comma
(RC) - remove comma
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Fire Fang / Stone Edge
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Set Details
===================
Garchomp is CAPs CAP's premier wallbreaker, being able to sweep teams with its great Dragon / Ground STAB combination, above average Speed, and Swords Dance to boost its already stellar Attack. Scale Shot allows it to boost its Speed while also doubling up as a decently strong STAB move. This, (AC) in combination with the Attack boost from Swords Dance, (AC) allows Garchomp to break past walls and become nearly impossible to revenge kill, especially thanks to its good natural bulk. Fire Fang allows Garchomp to break past the few things Pokemon that resist its Ground / Dragon STAB combination, namely Corviknight, Equilibra, and Jumbao, (AC) while also being an effective tool to check Ferrothorn offensively. Stone Edge is an option to be able to hit Flying-types such as Mandibuzz and Zapdos, (AC) and immediately dispose disposing of them. Leftovers provides more longevity, (AC) while a Life Orb boosts Garchomp's firepower and lets it blow past Clefable and Equilibra.

Garchomp is a very self sufficient self-sufficient Pokemon, helping its teammates moreso than it gets help from them. Regardless, Future Sight support from Slowking or Slowbro is appreciated so as to prevent physical walls such as Tomohawk and Arghonaut from immediately switching in. Jumbao is another good partner, breaking past walls with its strong special attacks, (AC) and potentially providing Drought for a stronger Fire Fangs Fire Fang or Healing Wish support to allow Garchomp to attempt to sweep the opponent's team one more time. Stealth Rock setters like Heatran or and Tyranitar that can take the Ice-type moves that threaten Garchomp pair nicely by covering one of Garchomp's core weaknesses. Heatran also covers the Fairy-type match-up and can use Taunt on walls such as Tomohawk and Zapdos to prevent them from recovering their HP. Because Rillaboom can revenge kill -1 Defense Garchomp, Zapdos and Corviknight make for good partners I assume you want them because they can check it? It isn't clear why, so you could add it. , (AC) and they can also use Defog to clear hazards away. In return, Garchomp offensively checks Heatran, (AC) who threatens both of them. In Hyper Offense hyper offense builds, Volcarona and Cawmodore both form good wallbreaking cores with Garchomp, with Volcarona disposing of Garchomp's checks in Jumbao and Tomohawk while Garchomp breaks through Heatran and Blissey. Similarly, Cawmodore and Garchomp work through their checks by overwhelming them through repeated hits.


[SET]
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Endure / Rest / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Impish / Jolly
evs: 252 HP / 136 Def / 120 Spe

[SET COMMENTS]
Set Details
===================
Tank Garchomp has a great defensive typing, great natural bulk, and good Speed, (AC) allowing it to set up Stealth Rock quite comfortably (RC) despite not having reliable recovery. It checks physical attackers that rely on contact moves for damage, such as Zeraora and Rillaboom, (AC) as well as U-Turn and Knock Off users like Tornadus-T, (AC) with the combination of Rough Skin and Rocky Helmet. Toxic allows Garchomp to cripple common hazard removers such as Tomohawk, Mandibuzz, Zapdos, and Tornadus-T, (AC) which are immune to Earthquake, (AC)(remove space) and the bulky Water- and Ground-types that want to switch in. Endure works extremely well with the residual damage that Garchomp deals, whether it's from Toxic or from contact moves, (AC) stacking up Rough Skin and Rocky Helmet damage. Another option is Rest, that which allows Garchomp to remain relevant for longer "Relevant for longer" seems too vague. Please make it clearer what it actually does. while also turning it into a pseudo status psuedo-status absorber from various foes it switches into, (AC) such as Heatran and Toxapex. Alternatively, Dragon Tail phazes foes and forces them to take damage from Stealth Rock. Fire-type coverage can be run to hit Steel-types such as Equilibra and Corviknight, (AC) who are otherwise immune to Garchomp's moveset and can remove Stealth Rock for free. 120 Speed EVs with an Impish nature allow Garchomp to outspeed Adamant Rillaboom, while a Jolly nature allows it to outspeed Jolly Rillaboom, Timid Heatran, and Zapdos.

Physically defensive Garchomp appreciates Knock Off support so that it gets the most mileage out of the Stealth Rock it sets by removing foes' Heavy-Duty Boots and Leftovers. Ferrothorn and Arghonaut both can Knock Off items remove items with Knock Off and appreciate Garchomp pressuring Defog users, (AC) so they can set up their own hazards. Garchomp struggles against Fairy-types, so partners like Heatran, Corviknight, and Scizor are appreciated. Blissey is a great partner that can provide cleric support to remove various status conditions and sponge the commonly Special based special Ice- and Dragon-type attacks. In exchange, Garchomp can take on the physical attackers that threaten Blissey and most likely chip them as they make contact with it. Bulky Water-types like Slowking and Arghonaut, (AC) as well as Flying-types like Tornadus-T, (AC) all appreciate Garchomp's Garchomp checking Electric-type pivots such as Zeraora and Zapdos extremely well.

[STRATEGY COMMENTS]
Checks and Counters
===================

**Fairy-types**: Jumbao, Clefable, (AC) and Tapu Fini can all switch in on Garchomp and take a hit while threatening it out with Moonblast (RC) but still have to be careful of Swords Dance sets with a Life Orb. They also block Scale Shot, (AC) and the Speed boost it provides, (AC) so Garchomp can be more easily revenge killed. Kerfluffle has the option of switching in and threatening to OHKO (RC) but takes heavy damage from Earthquake.

**Physically Bulky Pokemon**: Tomohawk, Hippowdown, Slowbro and Arghonaut all can take Garchomp's physical hits and force it out by either phazing it, threatening it with status, (AC) or straight up winning against it. None of them appreciate the defensive set's Toxic, though.

**Ice-type moves**: Syclant and Weavile both can force Garchomp out by outspeeding and possessing strong attacks and can even revenge kill it with STAB Ice Shard. Ice Beam from various special attackers such as Krilowatt or and Gastrodon will similarly end with Garchomp being KOed.

**Rillaboom**: Rillaboom can not only revenge kill Swords Dance sets thanks to Grassy Glide and Scale Shot lowering Garchomp's Defense, but its Grassy terrain Terrain lowers Earthquake's power, (AC) and thus Garchomp's breaking potential. Defensive Garchomp will almost trade with it through recoil, however, so it has to be careful.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[2spoopy4u, 251944], [snake_rattler, 227784]]
- Grammar checked by: [[username1, userid1]]
implemented some of this with Rabia's help :)
 
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(AC): Add Comma

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Fire Fang / Stone Edge
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Set Details
===================
Garchomp is CAP's premier wallbreaker, being able to sweep teams with its great Dragon / Ground STAB combination, above average Speed, and Swords Dance to boost its already stellar Attack. Scale Shot allows it to boost its Speed while also doubling up as a decently strong STAB move. This, in combination with the Attack boost from Swords Dance allows Garchomp to break past walls and become makes it nearly impossible to revenge kill, especially thanks to its good natural bulk, (AC) while also doubling up as a decently strong STAB move. Fire Fang allows Garchomp to break past the few Pokemon that resist its Ground / Dragon STAB combination, namely Corviknight, Equilibra, and Jumbao, while also being an effective tool to check Ferrothorn offensively. handle Ferrothorn. Stone Edge is an option to be able to hit immediately dispose of Flying-types such as Mandibuzz and Zapdos, immediately disposing of them. Leftovers provides more longevity, while a Life Orb boosts Garchomp's firepower and lets it blow past Clefable and Equilibra.

Garchomp is a very self-sufficient Pokemon, helping its teammates moreso than it gets getting help from them. Regardless, Future Sight support from Slowking or Slowbro is appreciated so as to prevent physical walls such as Tomohawk and Arghonaut from immediately switching in. Jumbao is another good partner, breaking past physical (maybe? up to you) walls with its strong special attacks and potentially providing Drought for a stronger Fire Fang or Healing Wish support to allow Garchomp to attempt to sweep the opponent's team one more time. Stealth Rock setters like Heatran and Tyranitar that can take the Ice-type moves that threaten Garchomp pair nicely by covering can take Ice-type moves to cover one of Garchomp's core weaknesses. Heatran also covers the Fairy-type matchup (collapsed hyphen) and can use Taunt on walls such as Tomohawk and Zapdos to prevent them from recovering their HP. Because Rillaboom can revenge kill -1 Defense Garchomp, Zapdos and Corviknight make for good partners by resisting are good to resist its Grassy Glide, and they can also use Defog to clear hazards away. provide Defog. In return, Garchomp offensively checks Heatran, (AC) who which threatens both of them. In hyper offense builds, Volcarona and Cawmodore both form good wallbreaking cores with Garchomp, with Volcarona disposing of Garchomp's checks in Jumbao and Tomohawk while Garchomp breaks through Heatran and Blissey. Similarly, Cawmodore and Garchomp work through their checks by overwhelming them Cawmodore and Garchomp overwhelm their shared checks (I assume the checks are shared?) through repeated hits.


[SET]
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Endure / Rest / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Impish / Jolly
evs: 252 HP / 136 Def / 120 Spe

[SET COMMENTS]
Set Details
===================
Tank Defensive Garchomp has a great defensive typing, great natural bulk, and good Speed, allowing it to set up Stealth Rock quite comfortably despite not having reliable recovery. It checks physical attackers that rely on contact moves for damage, Rough Skin and Rocky Helmet hurt contact-reliant physical attackers such as Zeraora and Rillaboom as well as U-turn and Knock Off users like Tornadus-T with the combination of Rough Skin and Rocky Helmet. Toxic allows Garchomp to cripple common entry hazard removers such as Tomohawk, Mandibuzz, Zapdos, and Tornadus-T, (AC) which are immune to Earthquake, (AC) and the bulky Water- and Ground-types that want to switch into it. Endure works extremely well with the residual poison and contact damage that Garchomp deals, whether it's from Toxic or from contact moves stacking up Rough Skin and Rocky Helmet damage. Another option is Rest, that allows Garchomp to remain relevant for longer while also turning it into a pseudo status absorber from deals. Another option is Rest, which gives Garchomp longevity while also turning it into a pseudo-status absorber against various foes it switches into, (AC) such as Heatran and Toxapex. Alternatively, Dragon Tail phazes foes and forces them to take damage from Stealth Rock. Fire-type coverage can be run to hit Steel-types such as Equilibra and Corviknight, who which are otherwise immune to Garchomp's moveset and can remove Stealth Rock for free as it switches out. (felt it could be helpful to add smth somehow, bc equilibra will be taking some damage unless garchomp switches out, but if this is misleading or isnt worth mentioning, up to you) 120 Speed EVs with an Impish nature allow Garchomp to outspeed Adamant Rillaboom, while a Jolly nature allows it to outspeed Jolly Rillaboom, Timid Heatran, and Zapdos.

Physically Defensive Garchomp appreciates Knock Off support so that it gets to the most mileage out of the Stealth Rock it sets its Stealth Rock by removing foes' Heavy-Duty Boots and Leftovers. Ferrothorn and Arghonaut both can remove items with have Knock Off and appreciate Garchomp pressuring Defog users so they can set up their own hazards. Garchomp struggles against Fairy-types, so partners like Heatran, Corviknight, and Scizor are appreciated. Blissey is a great partner that can provide cleric support to remove various status conditions and sponge the commonly special Ice- and Dragon-type attacks Garchomp fears. In exchange, Garchomp can take on the physical attackers that threaten Blissey and most likely chip them as they make contact with it. Bulky Water-types like Slowking and Arghonaut as well as and Flying-types like Tornadus-T all appreciate Garchomp checking Electric-type pivots such as Zeraora and Zapdos extremely well.

[STRATEGY COMMENTS]
Checks and Counters
===================

**Fairy-types**: Jumbao, Clefable, and Tapu Fini can all switch in on Garchomp and take a hit while threatening it out with Moonblast, but they still have to be careful of Life Orb Swords Dance sets with a Life Orb. They also block Scale Shot and the Speed boost it provides so Garchomp can be more easily revenge killed. Kerfluffle has the option of switching in and threatening to OHKO, but it takes heavy damage from Earthquake.

**Physically Bulky Pokemon**: Tomohawk, Hippowdown, Slowbro, (AC) and Arghonaut all can take Garchomp's physical hits and force it out by either phazing it, threatening it with status, (AC) or straight up winning against it. None of them appreciate the defensive set's Toxic, though.

**Ice-type moves**: Syclant and Weavile both can force Garchomp out by outspeeding and possessing strong attacks and can even revenge kill it outspeed and force out Garchomp, and they can even revenge kill it after Scale Shot with STAB Ice Shard. Ice Beam from various special attackers such as Krilowatt and Gastrodon will similarly end with Garchomp being KOed.

**Rillaboom**: Rillaboom can not only Not only can Rillaboom revenge kill Swords Dance sets thanks to Grassy Glide and Scale Shot lowering Garchomp's Defense, but its Grassy Terrain lowers Earthquake's power and thus Garchomp's breaking potential. Defensive Garchomp will almost trade with it through recoil, however, so it has to be careful.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[2spoopy4u, 251944], [snake_rattler, 227784]]
- Grammar checked by: [[Finland, 517429]]
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