Third Time's The Charm
[OVERVIEW]
Ground
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Garchomp is one of the greatest offensive wallbreakers Ground has access to. Its great Attack stat in tandem with Swords Dance allows it to serve as a very solid wallbreaker and setup threat that can break through many bulky Pokemon such as Mega Venusaur and Celesteela. Garchomp's 108 / 95 / 85 bulk is very respectable for an offensive Pokemon, allowing Garchomp to remain in the game for a long time and take strong attacks such as Choice Scarf Tapu Bulu's Wood Hammer when at full HP. This goes well with Rough Skin, which punishes most physical attackers and deals chip damage. Garchomp also hits a respectable Speed tier in 102 that allows it to outpace relevant offensive threats such as Landorus, Mega Charizard Y, and Manaphy. Its Dragon typing gives it a neutrality to Grass and Water, something Ground appreciates, though it still fears burns from Scald. Upon Mega Evolution, it becomes a powerful mixed wallbreaker that can take care of Pokemon regular Garchomp has more trouble with such as Skarmory. Mega Garchomp's bulk is also quite noteworthy, as its higher defenses allow it to take very strong moves that regular Garchomp cannot, with the most notable one being Azumarill’s Aqua Jet after Belly Drum. Mega Garchomp's Sand Force allows it to be an even more powerful wallbreaker under sand, which is weather that Ground teams already appreciate. By passing up on the need for an Azumarill check, Mega Garchomp enables Ground teams to viably use Gastrodon, which is a very good wall that can counter the likes of Mega Diancie. Garchomp loses 10 base Speed once it Mega Evolves, however, meaning that Manaphy, Landorus, and other such Pokemon will now be able to outspeed it. While Garchomp's Dragon typing introduces a few key resistances and neutralities, it creates a 4x weakness to common Ice moves, which Ground does not appreciate. In addition, Garchomp’s Speed is decent but leaves it easily outsped by common revenge killers such as Latios and Greninja as well as almost any Choice Scarf user. Because of this, it is not hard to force Garchomp out.
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[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Outrage
move 4: Fire Fang
item: Dragonium Z
ability: Rough Skin
nature: Jolly
evs: 4 HP / 236 Atk / 16 Def / 252 Spe
[SET COMMENTS]
Moves
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Swords Dance allows Garchomp to raise its Attack stat, allowing it to blow past many Pokemon that are otherwise problematic for Ground, including Zapdos and Mega Venusaur. Earthquake is a powerful STAB move that is able to hit threats that don't resist it hard. Outrage, while a risky move by itself, is able to hit everything except Steel- and Fairy-types for neutral damage and hits most Flying-, Bug-, and Grass-types for neutral damage, unlike Earthquake. However, Outrage's main purpose is to allow Garchomp to fire off its powerful Devastating Drake, giving it extremely limited switch-ins after one use of Swords Dance and turning it into a deadly wallbreaker that is capable of breaking through the Chansey + Porygon2 core on Normal. Lastly, Fire Fang's main purpose is to allow +2 Garchomp to 2HKO Celesteela, OHKO Tapu Bulu after Stealth Rock damage, and OHKO Ferrothorn and Mega Scizor. Tapu Bulu is an especially noteworthy target, as it is a huge offensive threat to Ground teams. It is also worth mentioning that Fire Fang makes Garchomp hit the entire tier at least neutrally, maximizing its sweeping capabilities.
Set Details
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The given EV spread maximizes Garchomp's Attack and Speed while also allowing Garchomp to survive Choice Scarf Tapu Bulu's Wood Hammer, letting Garchomp inflict two rounds of chip damage and giving it an opportunity to use Fire Fang. A Jolly nature is required, as it allows Garchomp to outspeed positive-natured base 90 Speed Pokemon and above. Dragonium Z allows Garchomp to fire off a powerful Dragon-type move without many drawbacks and break through many defensive Pokemon, including Suicune. Rough Skin enables Garchomp to deal chip damage when it is damaged by a contact move. This gives Garchomp the ability to wear down Rapid Spin users and attackers such as Tapu Bulu.
Usage Tips
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Garchomp is best used early-game as a wallbreaker, allowing a teammate to sweep later with more ease. The player has to be wary about when to set up with Swords Dance, however. It is best to set up once all Fairy- and Steel-types have been KOed or worn down, as they can wear Garchomp down and waste its Z-Move. Faster revenge killers that can KO Garchomp such as Greninja and Mega Diancie should also be taken care of. Garchomp should set up against slower, more passive threats such as Staraptor and Armaldo, as its good natural bulk will give it a lot of opportunities to do so. This also goes well with Rough Skin inflicting useful chip damage on some of these Pokemon. Stealth Rock will give Garchomp an easier time with wallbreaking, as Garchomp naturally forces a lot of switches and Stealth Rock damage secures KO opportunities against Pokemon such as Suicune. Another thing to note is that it is important to be very selective when using Devastating Drake, as it is a one-time use move that resistant or immune Pokemon can take advantage of by simply switching in. Also, Garchomp should avoid getting poisoned or burned, as the former can wear it down throughout the game and the latter minimizes its usefulness. It is possible to use Garchomp as a late-game cleaner once all of its faster checks and defensive answers are weakened or fainted.
Team Options
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Excadrill is a terrific teammate for Garchomp, as Garchomp can break down most defensive Pokemon and provide a switch-in to Fire-types, while Excadrill beats the pesky Fairy- and Ice-types that trouble Garchomp and discourage it from using its Dragon-type attacks. Sand also allows Excadrill to be a huge threat to more offensive teams, clearing the way for Garchomp to wallbreak. Hippowdon is a good Stealth Rock user that benefits Garchomp and the entire team with sand support, dealing chip damage to most Pokemon and giving the previously mentioned Excadrill a Speed boost. It's important to preserve Garchomp before setting up, so Hippowdon's ability to sponge many physical attacks is appreciated. Mamoswine is a good teammate that possesses a legitimate Ice resistance, giving Garchomp a switch-in to some of the Ice-type attacks it is so weak to such as Greninja's Ice Beam. Seismitoad can switch into the Scald users that threaten Garchomp and help beat some of the bulkier Ground- and Fairy-types that Garchomp may have trouble with, such as Hippowdon and Belly Drum Azumarill. Landorus and Garchomp form a deadly wallbreaking core that puts a large amount of pressure on balanced teams due to its combined coverage and sheer wallbreaking power. Dugtrio is a good team option that can effectively trap threats such as Tapu Bulu and other fast Pokemon that prevent Garchomp from setting up. Lastly, Gastrodon offers a useful Water immunity while walling Mega Diancie, which can otherwise outspeed and KO Garchomp. Toxic support from it can also gradually wear down walls that can take on Garchomp.
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[SET]
name: Mixed Wallbreaker
move 1: Draco Meteor
move 2: Earthquake
move 3: Fire Blast
move 4: Stone Edge
item: Garchompite
ability: Rough Skin
nature: Naive
evs: 4 Atk / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
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Draco Meteor is Mega Garchomp's main STAB move, allowing Mega Garchomp to dent many Pokemon that don't resist it and outright OHKO frailer Pokemon. Earthquake is the secondary STAB move of choice, as it allows Garchomp to have physically offensive presence using its naturally great Attack and hits very hard even without investment. Fire Blast offers great coverage that primarily hits Skarmory. It also allows Garchomp to threaten Ferrothorn and Mega Scizor, which otherwise wall it. Finally, Stone Edge completes coverage and allows Mega Garchomp to nail Flying-types such as Zapdos and Mega Charizard Y.
Set Details
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Maximum Special Attack and Speed are used to capitalize on Mega Garchomp's mixed wallbreaking potential. A Naive nature is chosen in order for Mega Garchomp to hit the highest Speed tier possible without lowering its Attack. In addition, being Naive allows Garchomp to always survive an Aqua Jet from +6 Azumarill after Stealth Rock, though it also gives Assault Vest Celesteela a chance to OHKO it with entry hazard support. Garchompite is required for Garchomp to Mega Evolve. Rough Skin is the preferred ability before Mega Evolving, as Garchomp may get some useful chip damage while switching in on attacks. Sand Force boosts the power of Earthquake and Stone Edge in sand, something Garchomp appreciates due to most Ground teams utilizing Hippowdon.
Usage Tips
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Mega Garchomp is used best as an early-game wallbreaker under sand, as Hippowdon's Sand Stream will allow it to eliminate threats that may impede a faster Pokemon like Excadrill from sweeping late-game. Stealth Rock should be on the field early in the game, as the offensive pressure Mega Garchomp places on teams will also force a lot of switches, helping it rack up Stealth Rock and sand damage. Take advantage of Mega Garchomp's great bulk, as it can switch comfortably into weaker attacks such as Giga Drain from Mega Venusaur. However, while its bulk is great, Mega Garchomp lacks any kind of recovery, so it is not recommended to play recklessly with it. Mega Garchomp can be stalled by many walls due to Draco Meteor lowering Special Attack; because of this, Mega Garchomp can find some difficulty breaking through physical walls. Also, Mega Garchomp should be preserved in certain matchups such as Flying and Grass, as it becomes an important wincon against threats that can otherwise trouble the team. Mega Garchomp should avoid being inflicted with status as much as it can, since a burn can reduce its Attack stat and Toxic poison gradually wears it down. The player should not necessarily Mega Evolve Garchomp instantly, as Garchomp's Speed before Mega Evolving will allow it to outspeed Pokemon like those with base 100 Speed, Hydreigon, and Kyurem-B. However, Mega Evolving does give Garchomp much-improved bulk. Lastly, Mega Garchomp can bait the likes of Ferrothorn and Skarmory by not Mega Evolving immediately and not revealing Fire Blast.
Team Options
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Excadrill forms a deadly sand core with Mega Garchomp, as Excadrill can easily take care of faster threats and double as a solid physical wallbreaker while Mega Garchomp can break through Skarmory and similar threats. Sand support from Hippowdon is also vital for Mega Garchomp, as it boosts the power of Earthquake and Stone Edge, allowing Mega Garchomp to more easily check Mega Venusaur and other such Pokemon. Dugtrio is a good teammate for Mega Garchomp. Between the two, they can consistently trap and eliminate Tapu Bulu, one of the biggest threats to Ground, thanks to Mega Garchomp’s Fire Blast and Dugtrio’s Sludge Wave. Landorus-T can pressure some of Mega Garchomp's switch-ins such as Mega Venusaur and additionally put pressure on more offensive teams due to its setup options in Swords Dance and Rock Polish. Mamoswine brings an Ice resistance that allows it to take on Greninja and other users of Ice-type moves that threaten Garchomp. Gastrodon is a great teammate that can wear down bulkier Pokemon such as Zapdos and Porygon2 with Toxic as well as offer a legitimate Water immunity, something the entire team appreciates. It is the preferred Water-immune Pokemon, as Seismitoad isn't needed to check Azumarill since Mega Garchomp takes a +6 Aqua Jet from it. Knock Off support is also appreciated in order to negate Leftovers recovery and remove Eviolite from Pokemon such as Porygon2. Landorus is another great teammate that can put a large amount of pressure on balanced teams in combination with Mega Garchomp. Additionally, Landorus can offer Gravity support to help Mega Garchomp with threats like Celesteela and Zapdos. Finally, Gliscor is a solid stallbreaker that can wear down many of Mega Garchomp's checks thanks to utility options such as Taunt and Toxic.
[STRATEGY COMMENTS]
Other Options
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Garchomp can run a Choice Scarf set on some teams. This tends to work only on sandless teams, though, as Ground already has a terrific fast Pokemon in Excadrill, and Garchomp performs best as a wallbreaker. Firium Z is another viable option that can threaten Celesteela, Ferrothorn, and Mega Scizor immediately and also OHKOes Skarmory after Stealth Rock damage and Swords Dance. The general power of Dragonium Z is usually preferred, however. A fully physical Mega Garchomp set with Swords Dance can also work against more defensive teams. However, regular Garchomp's higher Speed and option to run a Z-Move is usually appreciated more. Swords Dance Garchomp can opt to run Sand Veil as its ability, giving it a considerably high chance to dodge attacks, especially innacurate moves like Hydro Pump.
Checks and Counters
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**Fairy-types**: Garchomp is often forced out against Fairy-types such as Mega Diancie and Clefable, as it's unable to use its Dragon-type STAB attacks. Most Fairy-type STAB moves will also OHKO Garchomp with ease.
**Ice-types and Ice-type Moves**: Garchomp's 4x weakness to Ice means it's taken down by almost any faster Pokemon with Ice-type coverage, such as Tapu Koko, Keldeo, or Greninja. It's also taken care of by Ice Shard users, most commonly Mamoswine and Weavile.
**Physical Walls**: Physical walls such as Skarmory can take on non-Fire Blast variants of Garchomp. Many of them can also take advantage of Draco Meteor’s Special Attack drop and simply recover.
**Celesteela**: Celesteela is a fantastic check to Garchomp. While Fire Fang does threaten it, it resists Garchomp's STAB combination and can simply use Leech Seed to give Garchomp a much harder time breaking through it. Assault Vest variants usually also carry Hidden Power Ice in order to OHKO Garchomp after some chip damage.
**Faster Pokemon**: Garchomp's Speed, while good, still leaves it outsped by various revenge killers such as Latios, Greninja, and Weavile, which can all reliably check Garchomp.
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