OU Garchomp (Revamp)

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[OVERVIEW]

Thanks to its access to Swords Dance, solid coverage moves, and good Speed and Attack stats, Garchomp is a strong wallbreaker capable of threatening the majority of the tier. Its ability to put pressure on most Defoggers such as Tornadus-T and Zapdos by virtue of its Z-Move also makes it a reliable entry hazard setter. In a defensive role, Garchomp is capable of checking numerous threats, such as Heatran, Mega Scizor, and Hawlucha, either dealing with them completely or at least crippling them with the combination of Rough Skin and Rocky Helmet. This set's role compression doesn't stop there, though, as it also can set up Stealth Rock and pressure opposing Defoggers with Toxic while phazing setup sweepers with Roar or Dragon Tail. Mega Garchomp's added bulk and firepower under sand makes it a formidable wallbreaker, hitting anything with its STAB and coverage moves hard while finding many opportunities to set up with Swords Dance. Unfortunately, Garchomp faces competition in its roles. Defensively, Gliscor can be a better choice on some teams, as it can be a better check to non-offensive Heatran, has a reliable recovery move in Roost, and can either set up or remove hazards from the field. Also, Mega Garchomp, while being a powerful wallbreaker, faces huge competition from its normal forme and other Mega Evolutions, since the Speed that Mega Garchomp loses when it Mega Evolves can be troublesome. Upon Mega Evolving, it becomes slower than Tapu Lele and Hydreigon, two Pokemon that can be dealt with its non-Mega Speed stat.

[SET]
name: Offensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Stone Edge
move 4: Swords Dance
item: Rockium Z
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Since Garchomp forces many switches, it is a good user of Stealth Rock, setting it up against Pokemon such as Heatran and Mega Mawile. It also puts pressure on opposing Defoggers with the threat of being OHKOed by its Z-Move. Stone Edge, alongside Rockium Z, gives Garchomp the ability to break through Celesteela and Tapu Bulu with Continental Crush after a Swords Dance boost while keeping the pressure against Defog users such as Tornadus-T and Zapdos after the use of the Z-Crystal. Outrage paired with Dragonium Z is another viable option, letting it OHKO physically defensive Tangrowth, Zapdos, and defensive Landorus-T with Devastating Drake without the drawback of being locked into a Dragon-type move. It can still serve as a powerful STAB option, but keep in mind that it can bring in Fairy-types for free, unlike Stone Edge. Swords Dance doubles Garchomp's Attack stat, making it possible to break bulky targets much more easily, such as Clefable and Ferrothorn.

Set Details
========

Rough Skin punishes physical attackers that make contact with Garchomp, chipping away at Pokemon such as Hawlucha, Kartana, and Mega Medicham. Rockium Z allows Garchomp to use its Rock-type Z-Move, helping it break through physically bulky Pokemon. If Outrage is being used instead of Stone Edge, Dragonium Z must be used to let Garchomp use Devastating Drake.

Usage Tips
========

Try to set up Stealth Rock on a predicted switch, since Garchomp forces a lot of switches and threatens to OHKO most entry hazard removers. Continental Crush should be used after Swords Dance has been set up to break through Pokemon such as Tapu Bulu, Landorus-T, and Celesteela; however, the latter two require some chip damage before they go down to the Z-Move. Even unboosted, Stone Edge still puts a lot of pressure against the likes of Tornadus-T and Zapdos, so it's unnecessary to waste the Z-Move if there are other relevant targets. If you're using Dragonium Z and the opponent's counterplay to Garchomp is Tangrowth or defensive Landorus-T, setting up Swords Dance as they switch in gives you the opportunity to OHKO both with Devastating Drake with little to no prior damage. Beware, however, of Fairy-types such as Choice Scarf Tapu Lele and Mega Diancie pivoting to take the Z-Move, since they can OHKO Garchomp on the following turn. Avoid using Outrage if there are still Fairy-types on the opposing team, since the effect of being locked into the move can be used as a free switch or setup opportunity for the likes of Tapu Bulu and Magearna. If needed, Garchomp can be used to check Heatran and Magnezone, but it risks losing its wallbreaking potential with losing HP and a possible status condition.

Team Options
========

Greninja or its Ash forme can form a good core with Garchomp, forming a good entry hazard stacking core and chipping away at each other's checks. Wallbreakers such as Mega Mawile appreciate Steel-types and Landorus-T being gone while dealing with Dragonium Z Garchomp's checks such as Tapu Bulu and Celesteela. Defensive options can be used to pivot into a variety of foes, such as Ferrothorn for Fairy-types and Zapdos for Mega Lopunny and Kartana. A good entry hazard remover, such as Tornadus-T or Zapdos, is beneficial, since the residual damage from hazards can leave Garchomp in range of attacks, such as +2 Mega Mawile's Sucker Punch, from Pokemon it should otherwise defeat. They can also provide U-turn and Volt Switch support.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Blast / Roar / Dragon Tail
move 4: Toxic
item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]
Moves
========

Stealth Rock punishes switch-ins and puts pressure on the opposing team, and it can be set up against and force out Heatran and Magnezone or discourage Tornadus-T and Zapdos from removing the entry hazards in front of Garchomp in fear of Toxic. Fire Blast aims to hit Kartana, Ferrothorn, and Mega Scizor, all of which completely wall this set without it. If crippling the opposing team is more desired, Roar phazes the opposing Pokemon, which include switch-ins to Garchomp such as Tornadus-T and Tangrowth, hard-hitters that want to attack Garchomp such as Kartana and Mega Lopunny, and Substitute setters. Dragon Tail can be used to allow Garchomp to deal damage while phazing, but due to the prevalence of Fairy-types in the tier, Roar is much more preferable. Toxic cripples bulky Pokemon that Garchomp cannot touch, such as Landorus-T, Tapu Bulu, and Tornadus-T.

Set Details
========

56 Speed EVs ensure that Garchomp outspeeds everything up to maximum Speed Timid Heatran, letting Garchomp OHKO it with Earthquake without risking any damage. However, sacrificing Defense EVs for 80 Speed EVs can be used to outspeed everything up to maximum Speed Hoopa-U or 120 EVs can be run to outspeed maximum Speed Tapu Fini. Maximum HP investment and the rest of the EVs in Defense are used to help Garchomp endure hits from powerful physical attackers, such as Kartana, Hawlucha, and Mega Lopunny. Rough Skin, in tandem with Rocky Helmet, aims to chip a big chunk of damage from U-turn users and physical attackers that make contact with Garchomp.

Usage Tips
========

It's recommended to set up Stealth Rock against foes that Garchomp forces out, such as Heatran and Magnezone, in order to set the entry hazard up without taking damage. Stacking chip damage by using Roar or Dragon Tail with Stealth Rock up is useful for putting targets into KO range from Garchomp's teammates, so using these moves is usually a good early-game strategy. Pivoting Garchomp in on predicted weak moves such as Ferrothorn's Power Whip and Mega Lopunny's Fake Out is a good way to chip a good portion of HP from them, and Fire Blast can KO Ferrothorn if it was weakened a bit before. Garchomp can function as a last-ditch effort to stop setup sweepers such as Kartana and Mega Pinsir, as both only threaten to OHKO Garchomp with Leaf Blade or Return, leaving them in range of priority moves such as Ash-Greninja's Water Shuriken with the chip damage from Rough Skin + Rocky Helmet. Punishing U-turn users that lack reliable recovery like Landorus-T and Choice Scarf Greninja can be useful in the long run, weakening them for Garchomp's teammates. However, beware of Ice-type coverage from them, since it can weaken or OHKO Garchomp.

Team Options
========

Setup sweepers like Magearna find opportunities to set up against Pokemon that scare Garchomp away, such as Greninja and Mega Latias, and can nuke or at least weaken Regenerator pivots in Tornadus-T and Tangrowth. Fairy-type checks such as Ferrothorn and Toxapex can be used to pivot into these moves, with the added benefit of setting up Spikes and Toxic Spikes, which helps Garchomp to rack up damage when combined with Rough Skin, Rocky Helmet, and phazing moves.

[SET]
name: Mega Wallbreaker
move 1: Swords Dance
move 2: Stomping Tantrum / Earthquake
move 3: Dragon Claw / Stone Edge
move 4: Fire Fang / Stealth Rock
item: Garchompite
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Swords Dance doubles Mega Garchomp's Attack, transforming it into a extremely powerful wallbreaker and helping it deal with its would-be checks. On sets with Dragon Claw, Stomping Tantrum must be used over Earthquake in order to take advantage of its secondary effect against Fairy-types such as Tapu Bulu and Tapu Fini, OHKOing the former at +2 and the latter even if unboosted, both under sandstorm. Also, it's worth noting that Grassy Terrain doesn't affect Stomping Tantrum's power, unlike Earthquake. Stone Edge can also be used over Dragon Claw if Mega Garchomp is being used on a sand team, considering that the power increase of Sand Force lets it hit Tapu Bulu and Celesteela very hard. Stealth Rock pressures switch-ins and helps Mega Garchomp and its teammates with achieving possible OHKOs and 2HKOs, and due to the number of switches that it forces, it makes a good entry hazard setter. Use Stealth Rock with Stone Edge, because Stomping Tantrum + Dragon Claw doesn't provide enough coverage on its own for Garchomp to function well. Fire Fang allows Mega Garchomp to hit the same Pokemon as Stone Edge with the benefit of not being dependent on sand support. It also OHKOes both Ferrothorn and Mega Scizor at +2, avoiding losing HP from Power Whip and Bullet Punch. Substitute can be used over Stealth Rock, allowing Mega Garchomp to deliver at least one powerful hit against its target without many drawbacks.

Set Details
========

Rough Skin is the preferred ability pre-Mega Evolution, as it punishes physical attackers that make contact with Garchomp. After Mega Evolving, Mega Garchomp gains Sand Force, which powers up its Ground- and Rock-type moves while in sand. Garchompite allows Garchomp to Mega Evolve into Mega Garchomp, increasing it power and bulk in exchange for Speed.

Usage Tips
========

Mega Garchomp functions as an early- or mid-game wallbreaker, weakening or eliminating opposing bulky Pokemon such as Landorus-T and Ferrothorn for its teammates. If the opposing team has a Pokemon that regular Garchomp outspeeds and its Mega forme doesn't like Kyurem-B or Tapu Lele, wait on Mega Evolving until this threat is gone. A Z-Move set can also be bluffed in order to lure in checks of this set, such as Tapu Bulu and Celesteela. That way, Garchomp can set up on the switch to them and Mega Evolve on the following turn in order to OHKO Swords Dance Tapu Bulu after Stealth Rock and do heavy damage against Celesteela with Fire Fang, leaving it weakened. Preserving Mega Garchomp until late-game can be useful too, since it can serve as a good cleaner against bulky teams after its checks are gone.

Team Options
========

Since Mega Garchomp's real power is only available under sandstorm, Tyranitar and Hippowdon can support it by activating Sand Force, making Mega Garchomp's Ground-type STAB attacks even more powerful, as well as dealing with Mega Latios and Mega Latias and setting up Stealth Rock, in Hippowdon's case. Entry hazard setters like Clefable and Ash-Greninja fit well with Mega Garchomp, as the chip damage can put Tapu Bulu and Tangrowth in range of +2 Fire Fang or Sand Force-boosted Stone Edge. Pivots such as Toxapex and Rotom-W can be used to help Mega Garchomp deal with opposing Greninja and Ice-types, and in return they appreciate Garchomp's ability to deal with Heatran and Tapu Bulu. Rotom-W also provides Mega Garchomp with a slow Volt Switch, allowing it to switch in against a threat without too much worry. Defensive Steel-types such as Ferrothorn and Celesteela can be used to endure most moves from Fairy-types such as Tapu Koko in the former's case and Tapu Lele in the latter's case.

[STRATEGY COMMENTS]
Other Options
=============

A mixed set with Fire Blast over Stealth Rock and Life Orb over a Z-Crystal has more power in the long run compared to the Dragonium Z variant, but it lacks a way to hit bulkier targets reliably. Other Z-Crystals, such as Groundium Z and Firium Z, can also be used in order to OHKO Tapu Fini at +2 with Tectonic Rage and Tangrowth, Celesteela and Skarmory with Inferno Overdrive from Fire Fang in the same conditions, only needing minimum chip damage. Lastly, a Choice Scarf set with Earthquake, Outrage, Dragon Claw, and either Stone Edge or Rock Slide allows Garchomp to serve as a good revenge killer against Volcarona while also being a soft check to Tapu Koko, Mega Latios, and Mega Latias. However, it faces huge competition as a Ground-type Choice Scarf user from Landorus-T, which is able to function as a pivot thanks to its access to both Intimidate and U-turn, while both of Garchomp's STAB moves risk it being checked and losing all momentum.

Checks and Counters
===================

**Ice-type Moves and Pokemon**: Common Ice-type moves such as Ice Beam, Hidden Power Ice, and Ice Punch all do insane damage to Garchomp, crippling its ability to break, set up entry hazards, or function as bulky pivot well. Weavile and Mamoswine are formidable examples that utilize Ice-type moves, since both can revenge kill Garchomp with Ice Shard.

**Fairy-type Pokemon**: Faster Fairy-types such as Choice Scarf Tapu Lele and Mega Diancie can outspeed Garchomp and OHKO it with their STAB moves. Tapu Koko can achieve the same result with Hidden Power Ice or Dazzling Gleam if Garchomp was weakened before the hit. Clefable can endure a +2 Earthquake from a non-Mega Garchomp and has a very good chance to survive a +2 Continental Crush at full health and retaliate with Moonblast. Mega Mawile can OHKO Garchomp with Sucker Punch at +2, provided that Garchomp has been chipped a little beforehand. Tapu Bulu can counter the Dragonium Z variant and set up on it, but it's not a good switch-in, as it risks falling to a +2 Continental Crush.

**Faster Offensive Pokemon**: Greninja, Weavile, Mega Latios, and Mega Latias can all OHKO Garchomp with ease without the risk of being hit by its moves. Grassium Z Kartana can achieve the same result, even without a boost from Swords Dance.

**Skarmory**: Although it drops to a +2 Continental Crush followed by Stone Edge if it switches into any of these moves, Skarmory can OHKO Garchomp with Counter if it endures the boosted Rock-Type Z-Move while completely countering the Dragonium Z variant.

**Physically Defensive Pokemon**: If it lacks a Z-Move, Pokemon like Tangrowth and Slowbro can annoy Garchomp, pivoting into its moves and crippling it and its partners with Sleep Powder or a Scald burn, respectively. Mega Slowbro deserves a special mention, as it survives even a +2 Devastating Drake after Stealth Rock damage and can OHKO Garchomp back with Ice Beam.

[CREDITS]
- Written by: [OldAmberPlays, 232261]
- Quality checked by: [[Jordy, 395754], [lyd, 303291], [Leo, 328915]]
- Grammar checked by: [[martha, 384270], [The Dutch Plumberjack, 232216]
 
Last edited:

Lotus

Bye.
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It is good to see that 'bad Zygarde' is finally getting a new analysis - I have just a few comments about this Pokemon.

Garchomp is one of the few Pokemon that I occasionally use in OU knowing how it is usually outclassed by other Pokemon - in this case, I think it is appropriate to say that it faces stiff competition with Zygarde and even Mamoswine when it comes to a Ground-type that intends to mess with some fat balanced core. The Overview goes over how Zygarde is better than Garchomp, but I'd also add what makes Garchomp justifiable over other Ground-types and most importantly why should one consider using it (this applies to Overview of every Pokemon).

As I said in Discord access to SD is one thing. Better base Attack and SD means that Garchomp can prey on usual Ground checks like Tangrowth or Landorus-T which Zygarde struggles to bypass. Other physically fat things seem to be prevalent because of how Zygarde's prevalence invalidated defensive counterplay by resistances but naturally forces a check to be physically bulky. This imo opens a room for Garchomp to harass balance that uses some 'mon people staple in to check Zygarde and loosely check Ground-types. Higher base Speed that lets Garchomp outspeed every Defog users barring tornt and some scarf mons means it is good as a SR user too. Of course things like Tapu Bulu remain problematic, Celesteela is an issue, and fairies become problems once you use zdrake but at the same time generating predictable reactions mean that Garchomp will usually find a way to be useful by at least getting rocks up or forcing a trade if you manage to SD on switch. This can also be somewhat covered by using some good 'mons that can take advantage of fairy types and you know what they are.

Sorry for long ass post but tldr; I feel like there could be more emphasis on Garchomp's strength over Zygarde (access to SD to break down fat neutral targets, having SR means there is barely any matchup where it ends up being completely useless, and Speed tier is noteworthy).
 

Jordy

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It is good to see that 'bad Zygarde' is finally getting a new analysis - I have just a few comments about this Pokemon.

Garchomp is one of the few Pokemon that I occasionally use in OU knowing how it is usually outclassed by other Pokemon - in this case, I think it is appropriate to say that it faces stiff competition with Zygarde and even Mamoswine when it comes to a Ground-type that intends to mess with some fat balanced core. The Overview goes over how Zygarde is better than Garchomp, but I'd also add what makes Garchomp justifiable over other Ground-types and most importantly why should one consider using it (this applies to Overview of every Pokemon).

As I said in Discord access to SD is one thing. Better base Attack and SD means that Garchomp can prey on usual Ground checks like Tangrowth or Landorus-T which Zygarde struggles to bypass. Other physically fat things seem to be prevalent because of how Zygarde's prevalence invalidated defensive counterplay by resistances but naturally forces a check to be physically bulky. This imo opens a room for Garchomp to harass balance that uses some 'mon people staple in to check Zygarde and loosely check Ground-types. Higher base Speed that lets Garchomp outspeed every Defog users barring tornt and some scarf mons means it is good as a SR user too. Of course things like Tapu Bulu remain problematic, Celesteela is an issue, and fairies become problems once you use zdrake but at the same time generating predictable reactions mean that Garchomp will usually find a way to be useful by at least getting rocks up or forcing a trade if you manage to SD on switch. This can also be somewhat covered by using some good 'mons that can take advantage of fairy types and you know what they are.

Sorry for long ass post but tldr; I feel like there could be more emphasis on Garchomp's strength over Zygarde (access to SD to break down fat neutral targets, having SR means there is barely any matchup where it ends up being completely useless, and Speed tier is noteworthy).
Please implement this.

[Overview]

* Garchomp's good offensive typing grants it a nearly unresisted STAB combination, only resisted by Celesteela, Tapu Bulu, Skarmory and Ribombee.
Neither Skarmory or Ribombee are worth mentioning here because they're barely relevant to the metagame.

On the defensive side, it can deal with most of Heatran sets and punish physical attackers like Kartana and Hawlucha by virtue of its ability in Rough Skin, while serving as a pivot into Electric-types, such as Zapdos and Magnezone.
I'd like more emphasis on punishing VoltTurn here.

* With a good Speed stat and high Attack, Garchomp is capable of outspeed and OHKO threats such as unboosted Mega Charizard X and Magearna and Kyurem-B, while hits hard and faster than a large portion of the tier.
Pokemon such as Tapu Lele and Mega Medicham are much more relevant examples of what you want to outspeed than Charizard X and Kyurem-B, though you could keep Kyurem-B as an example, up to you.

* Mega Garchomp, while being a powerful wallbreaker, faces huge competition as a Mega slot, since better options such as Mega Latios and Mega Scizor are available, providing better results than Mega Garchomp in most of the situations.
Tell us a bit about why it faces so much competition. Honestly, I'd say it faces even more competition from just Garchomp than these mega evolutions.

[Offensive Stealth Rock]

[Moves]

* Since Garchomp forces many switchs, it is a good user of Stealth Rock, setting them up against Pokémon that fear being revenge-killed by it, such as Heatran, Mega Mawile and Mega Charizard X, mainting the pressure against the opposint team and chiping away switch-ins.
It also puts pressure on common Defoggers with Devastating Drake.

* Earthquake is the best Ground-type STAB available, hitting hard any Pokemon that doesn't resist it, with no drawbacks. Heatran and Tyranitar are two examples of targets that get outright OHKO by it, while Toxapex and Mega Tyranitar falls to a +2 Earthquake as well.
It most notably hits Steel- and Fairy-types that don't take much/nothing from Devastating Drake so mention that instead.

* Outrage, in conjuction with Dragonium Z, transforms into a 190-BP Devastating Drake, letting it OHKO Physically Defensive Tangrowth and Defensive Landorus-T without the drawback of being trapped in a Dragon-type move. Outside of it, it still serve as a powerful STAB option, but keep in mind that it can bring in Fairy-types for free, so use it with cautioness.
Not even a mention of Devestating Drake pressuring Defoggers?

* Swords Dance doubles Garchomp Attack stat, possibiliting it to break much easier against bulky targets, such as Clefable and Ferrothorn. Take note that, some times, more than one one Swords Dance is needed to break threats properly.
I usually dont make GP comments because my grammar isn't the best, but possibiliting is not a word.

Mention Stone Edge with Rockium Z because it doesn't leave you with a useless move after the use of your Z-Move and pressures most Defoggers even post-Z-Move. A boosted Continental Crush can also blow Celesteela and Tapu Bulu away if you get Protect turns right.

[Set Details]

* Maximum Attack and Speed investiment with a Jolly nature allows Garchomp to hit harder and faster as possible.
Name a few notable Pokemon you outspeed thanks to maximum Speed investment and a Jolly nature.

[Usage Tips]

* If the opponent's counterplay to Garchomp is Tangrowth or defensive Landorus-T, setting up Swords Dance on the switch to them gives you the oportunity to OHKO both with Devastating Drake with little to no prior damage. Beware, however, of Fairy-types pivoting to shallow the Z-Move, since faster examples such as Tapu Koko and Mega Diancie can weaken it or outright OHKO it on the following turn, respectively.
I assume you meant to say swallow? Tapu Koko can't OHKO Garchomp if it's not Choice Specs or Fairium Z. In which case, Choice Specs just isn't worth using as a whole and Fairium Z would rather not use its Z-Move on Garchomp.

Make a bullet to talk about when to use Continental Crush.

[Team Options]

* Greninja and its Ash forme can form a good core with Garchomp, considering that both Greninja can setup Spikes or Toxic Spikes to chip away Garchomp's checks such as Tapu Bulu and Tangrowth, while having a good synergy offensively with it.
Just say they form a hazard stacking core together that pressures each other checks.

* Pokemon that can deal with faster threats like Mega Latios and Mega Pinsir, such as Mega Mawile and Weavile , can alliviate the pressure that Garchomp suffers from they, since both have a powerful form of priority if needed.
Mega Mawile is a very situational check to these Pokemon overall, so replace it with something else.

* On the defensive side, examples such as Ferrothorn and Slowbro can be used as pivots into Fairy- and Ice-types moves, respectively, while having a good resistance synergy with Garchomp and the added ability to setup Spikes in Ferrothorn's case.
Slowbro and Garchomp don't synergise very well at all.

* A good hazard remover, such as Tornadus-Therian, is appreciable as a partner to Garchomp, since the residual damage from hazards can leave Garchomp in range of attacks from Pokemon that it should defeat, such as +2 Mega Mawile, while bringing Garchomp in in a safe way with U-Turn.
Appreciable isn't the right word. Mention Zapdos here aswell, who's able to bring Garchomp in with Volt Switch and checks stuff like Kartana and Mega Lopunny aswell.

Mention wallbreakers such as Mega Alakazam, Tapu Lele, Mega Mawile etc.

[Tank Chomp]

[Moves]

* Fire Blast aims to hit Kartana, Ferrothorn and Scizor, three examples that completely wall this set without it. It is also the strongest move that Garchomp can use against Tapu Bulu, since it's immune to Dragon Tail, although it still a weak one.
Mega Scizor, not Scizor. I wouldn't really mention Tapu Bulu as a Fire Blast target because it does a solid 18% total.

* Toxic can be used instead of Fire Blast, in order to cripple bulky Pokemon that Tank Chomp cannot touch, such as Tangrowth and Tornadus-Therian, but the lack of a way to hit the targets of Fire Blast is too much to pass.
Move this to OO and mention that it cripples Tapu Bulu aswell.

[Set Details]

* Rough Skin, in tandem with Rocky Helmet, aims to chip a big chunk of damage of physical attackers that makes contact with Garchomp.
It also punishes U-turn users!!

[Usage Tips]

* Pivoting Garchomp in predicted weak moves, such as Ferrothorn's Power Whip and Mega Lopunny's Fake Out is a good way to chip a good portion of HP from them, since a followed Fire Blast can OHKO Ferrothorn if it got weakned a bit before, and, in Mega Lopunny's case, all of its attacking moves makes contact with Garchomp and it doesn't have a reliable recovery outside of Drain Punch, so it makes Garchomp's job to weaken it much easier.
Don't mention Drain Punch. Mega Lopunny has Ice Punch so it can hit Garchomp very hard.

* Garchomp can serve as a deterrent to stop setup sweepers such as Kartana and Mega Pinsir, as both can only threaten Garchomp with a OHKO with contact moves such as Leaf Blade and Return, repectively, leaving them in range of priority moves such as Ash-Greninja's Water Shuriken.
This is poorly worded because it says something differently from what you're meaning to say. It's not a deterrent, because they will just OHKO you.

Mention how useful its ability to phaze stuff around early-game is.

[Team Options]

* Since Garchomp lacks reliable recovery, Wish support from the likes of Clefable serves as a good way to recover Garchomp's health and help it keep punishing attackers, while helping it dealing with Greninja, Mega Latios and Mega Latias.
Clefable isn't a Greninja check at all.

* Double Dance Magearna finds opportunities to setup against Pokémon that scares Garchomp away, such as Greninja and Mega Latias, and can nuke or at least weaken the Regenerator pivots that doesn't care about Tank Chomp in Tornadus-Therian and Tangrowth.
Turn this into a more general point that talks about Garchomp's ability to heavily weaken the opposition for late-game cleaners.

* U-Turn and Volt Switch support from Tornadus-Therian and Magnezone allows Garchomp to fit in a desired situation with little to no consequences. Tornadus-Therian also helps Garchomp with the ability to be a reliable hazard remover, preventing it to get worn down too quickly.
Magnezone seems a bit weird to mention here.

Make a bullet for Fairy-type checks.

[Mega Wallbreaker]

* Dragon Claw is the preferred Dragon-type move, hitting hard and without the disadvantage of being locked in a move, unlike Outrage. This gives Mega Garchomp the ability to swap between moves when needed.
Just say that it hits Pokemon immune to Earthquake and leave the rest.

making a lot of would-be checks into shreds.
I have absolutely no idea what you mean by this so please reword it.

Mention Stone Edge.

[Set Details]

Mention Sand Force post-mega.

[Usage Tips]

Mention that it's an early- to mid-game wallbreaker.

Mention when it can afford to set up.

Mention that it could be used as a late-game cleaner against super fat teams.

[Team Options]

* Choice Scarf Tyranitar can support Mega Garchomp with activating its ability in Sand Force, making its Earthquakes even more powerful, while deal with Mega Latios, Mega Latias and Mega Pinsir for it.
Mention Tyranitar and Hippowdon as the first Pokemon in Team Options because you're often running one of these to get the most out of Mega Garchomp.

Mention defensive Steel-types to switch into Pokemon like Tapu Lele etc.

[Other Options]

Mention a mixed attacking set.

* Endure can be used instead of Stealth Rock or Fire Blast on Tank Chomp, letting it chip even more it opponents, but again, Stealth Rock is much better and being countered by Mega Scizor and Ferrothorn is a waste of move slot.
Delete this.

Mention Stomping Tantrum on Mega Garchomp to OHKO Tapu Bulu at +2 if it switches into Dragon Claw, in sand.

[Checks and Counters]

**Celesteela and Skarmory**: Celesteela hard checks Garchomp, only fearing boosted Fire Fang from its Mega forme, while stall its health out with Leech Seed. Skarmory only fears Fire Blast from Garchomp, as if Garchomp uses Fire Fang, it can OHKO Garchomp with Counter.
Skarmory can also phaze it out as it sets up.

Mention physically defensive Pokemon such as Landorus-T, Tangrowth, and (Mega) Slowbro.

1/3
 
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Please implement this.

[Overview]


Neither Skarmory or Ribombee are worth mentioning here because they're barely relevant to the metagame.


I'd like more emphasis on punishing VoltTurn here.


Pokemon such as Tapu Lele and Mega Medicham are much more relevant examples of what you want to outspeed than Charizard X and Kyurem-B, though you could keep Kyurem-B as an example, up to you.


Tell us a bit about why it faces so much competition. Honestly, I'd say it faces even more competition from just Garchomp than these mega evolutions.

[Offensive Stealth Rock]

[Moves]


It also puts pressure on common Defoggers with Devastating Drake.


It most notably hits Steel- and Fairy-types that don't take much/nothing from Devastating Drake so mention that instead.


Not even a mention of Devestating Drake pressuring Defoggers?


I usually dont make GP comments because my grammar isn't the best, but possibiliting is not a word.

Mention Stone Edge with Rockium Z because it doesn't leave you with a useless move after the use of your Z-Move and pressures most Defoggers even post-Z-Move. A boosted Continental Crush can also blow Celesteela and Tapu Bulu away if you get Protect turns right.

[Set Details]


Name a few notable Pokemon you outspeed thanks to maximum Speed investment and a Jolly nature.

[Usage Tips]


I assume you meant to say swallow? Tapu Koko can't OHKO Garchomp if it's not Choice Specs or Fairium Z. In which case, Choice Specs just isn't worth using as a whole and Fairium Z would rather not use its Z-Move on Garchomp.

Make a bullet to talk about when to use Continental Crush.

[Team Options]


Just say they form a hazard stacking core together that pressures each other checks.


Mega Mawile is a very situational check to these Pokemon overall, so replace it with something else.


Slowbro and Garchomp don't synergise very well at all.


Appreciable isn't the right word. Mention Zapdos here aswell, who's able to bring Garchomp in with Volt Switch and checks stuff like Kartana and Mega Lopunny aswell.

Mention wallbreakers such as Mega Alakazam, Tapu Lele, Mega Mawile etc.

[Tank Chomp]

[Moves]


Mega Scizor, not Scizor. I wouldn't really mention Tapu Bulu as a Fire Blast target because it does a solid 18% total.


Move this to OO and mention that it cripples Tapu Bulu aswell.

[Set Details]


It also punishes U-turn users!!

[Usage Tips]


Don't mention Drain Punch. Mega Lopunny has Ice Punch so it can hit Garchomp very hard.


This is poorly worded because it says something differently from what you're meaning to say. It's not a deterrent, because they will just OHKO you.

Mention how useful its ability to phaze stuff around early-game is.

[Team Options]


Clefable isn't a Greninja check at all.


Turn this into a more general point that talks about Garchomp's ability to heavily weaken the opposition for late-game cleaners.


Magnezone seems a bit weird to mention here.

Make a bullet for Fairy-type checks.

[Mega Wallbreaker]


Just say that it hits Pokemon immune to Earthquake and leave the rest.


I have absolutely no idea what you mean by this so please reword it.

Mention Stone Edge.

[Set Details]

Mention Sand Force post-mega.

[Usage Tips]

Mention that it's an early- to mid-game wallbreaker.

Mention when it can afford to set up.

Mention that it could be used as a late-game cleaner against super fat teams.

[Team Options]


Mention Tyranitar and Hippowdon as the first Pokemon in Team Options because you're often running one of these to get the most out of Mega Garchomp.

Mention defensive Steel-types to switch into Pokemon like Tapu Lele etc.

[Other Options]

Mention a mixed attacking set.


Delete this.

Mention Stomping Tantrum on Mega Garchomp to OHKO Tapu Bulu at +2 if it switches into Dragon Claw, in sand.

[Checks and Counters]


Skarmory can also phaze it out as it sets up.

Mention physically defensive Pokemon such as Landorus-T, Tangrowth, and (Mega) Slowbro.

1/3
Did. Ready to QC 2/3.
 

Martin

Our plans may have been ruined by a cup of curry
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I have a few comments; QC feel free to respond to anything here or whatever because obviously I'm not anywhere near as engaged with this game as I used to be. I won't mind if you veto anything or whatever. I've not read this in huge detail, I'm mostly just skimming this and commenting on anything I consider to be glaring or otherwise noteworthy.

==================================

Mention Landorus-T too as a target for Toxic as Chomp really can't do fuck all to it otherwise between Intimidate weakening DTail and its EQ immunity. Also mention SD+LO in OO bc it's stupid strong, and also mention SD+Groundium Z in OO as an option that's helpful vs physically defensive Tapu Fini variants without the obvious drawbacks associated with running LO; add Firium to OO for the same reasons, but with Celesteela, Skarmory and Tangrowth over Tapu Fini. Also add Poison Jab for Bulu and Tang post-Dragonium, although it doesn't hit anything else harder than EQ or Outrage iirc.

==================================

* Choice Scarf can be used instead of the Z Cristal, alongside Stone Edge over Stealth Rock, Dragon Claw instead of Swords Dance and maybe Poison Jab over Outrage if the team struggles against Volcarona and Mega Charizard X, but it is such a bad item to use on Garchomp because Ground- and Dragon-type aren't those type of moves that are good to be locked into.
Honestly the fact that you've replaced virtually the entire moveset means that this bullet point needs to be reworked, but even aside from that I think that this bullet point is kinda misleading because it's conflating a revenge killing role with a wall-breaking role, which is just wrong on a lot of levels, and doesn't even explain what role a Choice Scarf set would fill on any given team. Make it read something like this:
  • A Choice Scarf set with the moves Earthquake, Outrage, Dragon Claw, and either Stone Edge or Rock Slide is an option that allows Garchomp to serve as a consistent stop to Dragon Dance Zygarde, Volcarona and Dragon Dance Mega Charizard X while also soft checking Pokemon like Tapu Koko and the Lati twins. However, it faces severe competition as a Ground-type Choice Scarf user from Landorus-T, which is able to function as a pivot thanks to its Ground typing and access to both Intimidate and U-turn, while generally not offering a lot of utility beyond revenge killing these Pokemon due to both of its STABs being easily abused when locked in.
You could probably get the same info in less words than this (try and trim it a bit if you can), but this better highlights ScarfChomp's role than the current bullet point does.

==================================

Currently your explanation of the purpose that Garchompite serves is too vague and difficult to see. There should be at least a line in the overview explaining what the added bulk and firepower help it against which Garchomp has a difficult time versus otherwise (currently there's only a vague, unhelpful comment burried away in set details). What's worse it says nowhere on the actual set do you give a reason for why you'd use it over even something like LO Garchomp, which is outright stronger than Mega Garchomp while being faster and not using up a mega slot that something like Mega Scizor could otherwise fill. (Note: this is not me saying there aren't reasons to use it—I'm a Mega Chomp Defender™ after all. Just make sure readers know exactly what those reasons are, as self explanatory as they may seem at a glance.)

With that said, I think that maybe even just an ordinary SD+3 atks wallbreaker set with Garchompite slashed on alongside another item would probably be more applicable to more teams than what we currently have, because the two variants function extremely similarly wrt the overall role that they fill, and realistically speaking Mega Garchomp is very difficult to fit onto builds anyway to the point that you'd probably be considering SD+3 Garchomp as well if you were looking into the role that wallbreaker Mega Chomp would fill. Maybe something like this? IDK, QC should absolutely respond with either a veto or commentary or smth bc they're obviously better versed in the current meta than I am:

name: Swords Dance Wallbreaker
move 1: Swords Dance
move 2: Earthquake
move 3: Fire Fang / Stone Edge
move 4: Outrage / Dragon Claw
item: Dragonium Z / Garchompite
ability: Rough Skin
nature: Jolly
EVs: 252 Atk / 4 SpD / 252 Spe

Obviously if you were to do this you'd need to remove the Fire Fang comment in OO because this set is basically just that, but yeah it's at least worth considering IMO. Maybe put LO in set details of this instead of OO if you go down this route, IDK. Whether the set does end up getting changed to this or not, make sure to elaborate on Mega Chomp more than you currently do.

=======================================

* Stomping Tantrum can be used aswell on Mega Garchomp, since a +2 nets the OHKO against Tapu Bulu if it switches into Dragon Claw in sand, but the consistency of Earthquake is much more useful.
This scenario is never going to happen. The Bulu would switch in as it boosts up, not a turn after it boosts up.
 

Jordy

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With that said, I think that maybe even just an ordinary SD+3 atks wallbreaker set with Garchompite slashed on alongside another item would probably be more applicable to more teams than what we currently have, because the two variants function extremely similarly wrt the overall role that they fill, and realistically speaking Mega Garchomp is very difficult to fit onto builds anyway to the point that you'd probably be considering SD+3 Garchomp as well if you were looking into the role that wallbreaker Mega Chomp would fill. Maybe something like this? IDK, QC should absolutely respond with either a veto or commentary or smth bc they're obviously better versed in the current meta than I am:

name: Swords Dance Wallbreaker
move 1: Swords Dance
move 2: Earthquake
move 3: Fire Fang / Stone Edge
move 4: Outrage / Dragon Claw
item: Dragonium Z / Garchompite
ability: Rough Skin
nature: Jolly
EVs: 252 Atk / 4 SpD / 252 Spe

Obviously if you were to do this you'd need to remove the Fire Fang comment in OO because this set is basically just that, but yeah it's at least worth considering IMO. Maybe put LO in set details of this instead of OO if you go down this route, IDK. Whether the set does end up getting changed to this or not, make sure to elaborate on Mega Chomp more than you currently do.
No. I'm fine with the other suggestions.

1537711104792.png
 

lyd ♪

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Okay, so I’ve been using Mega Garchomp a bit lately, and after discussing with the QC team we decided on this set:

[SET]
name: Mega Wallbreaker
move 1: Swords Dance
move 2: Earthquake
move 3: Dragon Claw / Stone Edge
move 4: Fire Fang / Stealth Rock
item: Garchompite
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Note that Dragon Claw should be used with Fire Fang and Stone Edge with Stealth Rock or Substitute. Stomping Tantrum over Earthquake on Dragon Claw variants in moves. Substitute should also be in moves for EdgeQuake variants. Reminder to remove Tantrum from OO and mention how it doesn’t care about Grassy Terrain. Also remove Aqua Tail from OO while we’re at it.

Mega Garchomp, while being a powerful wallbreaker, faces huge competition from its normal forme and as a Mega slot, since the Speed that Mega Garchomp loses when it Mega evolve can be troublesome, while the tier has better options such as Mega Latios and Mega Scizor are available, providing better results than Mega Garchomp in most situations.
Mega Mawile and Mega Medicham here, they have a more similar niche to that of Mega Chomp imo.

Outrage, in conjuction with Dragonium Z, transforms into a 190-BP Devastating Drake, letting it OHKO Physically Defensive Tangrowth and Defensive Landorus-T without the drawback of being trapped in a Dragon-type move, while pressures Defoggers to stay away and keep hazards on the opposing team. Outside of it, it still serve as a powerful STAB option, but keep in mind that it can bring in Fairy-types for free, so use it with cautioness.
Also hits Zapdos.

Wallbreakers such as Mega Alakazam and Mega Mawile appreciates Steel-types and Landorus-Therian being gone, while they deal with Dragonium Z Garchomp's checks such as Tapu Bulu and Celesteela.
Mega Alakazam really doesn’t handle neither Celesteela nor Tapu Bulu well.

Fire Blast aims to hit Kartana, Ferrothorn and Mega Scizor, three examples that completely wall this set without it.
Tapu Bulu too!

Choice Scarf Tyranitar and Hippowdon can support Mega Garchomp with activating its ability in Sand Force, making its Earthquakes even more powerful
Other Tyranitar sets should be here too.

Hazard setters like Clefable and Ash-Greninja fits well with Mega Garchomp, as it can deal with Celesteela and Tapu Bulu for them, while bringing hazard support and defensive and offensive synergy to the table, respectively.
Put a little more emphasis on the fact that Spikes and Stealth Rock and can put Tangrowth and Tapu Bulu in range of +2 Fire Fang.

QC 2/3 bom trabalho!!
 
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I have a few comments; QC feel free to respond to anything here or whatever because obviously I'm not anywhere near as engaged with this game as I used to be. I won't mind if you veto anything or whatever. I've not read this in huge detail, I'm mostly just skimming this and commenting on anything I consider to be glaring or otherwise noteworthy.

==================================

Mention Landorus-T too as a target for Toxic as Chomp really can't do fuck all to it otherwise between Intimidate weakening DTail and its EQ immunity. Also mention SD+LO in OO bc it's stupid strong, and also mention SD+Groundium Z in OO as an option that's helpful vs physically defensive Tapu Fini variants without the obvious drawbacks associated with running LO; add Firium to OO for the same reasons, but with Celesteela, Skarmory and Tangrowth over Tapu Fini. Also add Poison Jab for Bulu and Tang post-Dragonium, although it doesn't hit anything else harder than EQ or Outrage iirc.

==================================


Honestly the fact that you've replaced virtually the entire moveset means that this bullet point needs to be reworked, but even aside from that I think that this bullet point is kinda misleading because it's conflating a revenge killing role with a wall-breaking role, which is just wrong on a lot of levels, and doesn't even explain what role a Choice Scarf set would fill on any given team. Make it read something like this:
  • A Choice Scarf set with the moves Earthquake, Outrage, Dragon Claw, and either Stone Edge or Rock Slide is an option that allows Garchomp to serve as a consistent stop to Dragon Dance Zygarde, Volcarona and Dragon Dance Mega Charizard X while also soft checking Pokemon like Tapu Koko and the Lati twins. However, it faces severe competition as a Ground-type Choice Scarf user from Landorus-T, which is able to function as a pivot thanks to its Ground typing and access to both Intimidate and U-turn, while generally not offering a lot of utility beyond revenge killing these Pokemon due to both of its STABs being easily abused when locked in.
You could probably get the same info in less words than this (try and trim it a bit if you can), but this better highlights ScarfChomp's role than the current bullet point does.

==================================

Currently your explanation of the purpose that Garchompite serves is too vague and difficult to see. There should be at least a line in the overview explaining what the added bulk and firepower help it against which Garchomp has a difficult time versus otherwise (currently there's only a vague, unhelpful comment burried away in set details). What's worse it says nowhere on the actual set do you give a reason for why you'd use it over even something like LO Garchomp, which is outright stronger than Mega Garchomp while being faster and not using up a mega slot that something like Mega Scizor could otherwise fill. (Note: this is not me saying there aren't reasons to use it—I'm a Mega Chomp Defender™ after all. Just make sure readers know exactly what those reasons are, as self explanatory as they may seem at a glance.)
Added this

Okay, so I’ve been using Mega Garchomp a bit lately, and after discussing with the QC team we decided on this set:

[SET]
name: Mega Wallbreaker
move 1: Swords Dance
move 2: Earthquake
move 3: Dragon Claw / Stone Edge
move 4: Fire Fang / Stealth Rock
item: Garchompite
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

Note that Dragon Claw should be used with Fire Fang and Stone Edge with Stealth Rock or Substitute. Stomping Tantrum over Earthquake on Dragon Claw variants in moves. Substitute should also be in moves for EdgeQuake variants. Reminder to remove Tantrum from OO and mention how it doesn’t care about Grassy Terrain. Also remove Aqua Tail from OO while we’re at it.


Mega Mawile and Mega Medicham here, they have a more similar niche to that of Mega Chomp imo.


Also hits Zapdos.


Mega Alakazam really doesn’t handle neither Celesteela nor Tapu Bulu well.


Tapu Bulu too!


Other Tyranitar sets should be here too. Meha Tyranitar too.


Put a little more emphasis on the fact that Spikes and Stealth Rock and can put Tangrowth and Tapu Bulu in range of +2 Fire Fang.

QC 2/3 bom trabalho!!
And this. Thanks for the check! I'll edit this post when everything is done to QC 3/3.

Also...

Meha Tyranitar too.
Two Megas on the same team? Could it be that the Brazilian players went too far?
 

Mannat

formerly LL
is a Tutor
Won SPL Predictions
I'd move the toxic mention to moves on tankchomp because toxic is genuinely rly good for crippling shit like zap and and tang and blast is kinda limited in what it targets whereas tox can cripple a fuckton of mons. I'd also throw in a roar mention somewhere around here because it goes through protect/sub and also phases out fairy types, most notably bulu. Seeing as we're trying to remove bad sets from OO, I would either strike the mention of scarf from OO altogether or at least make it a lot more harsh of the negatives of the set/not as generous to the positives. Ice type mons like weav mamo should be mentioned in ice type moves section seeing as all 3 can ohko chomp with their stab moves and are actually p important for offensive teams that have them in terms of checking sd sets. axe the koko mention in the fairy types section since koko doesnt rly run specs or dgleam at all anymore and its hard pressed to check chomp seeing as ice doesnt even ko from nonspecs. also just in general id probably wanna mention something here about how chomp fucking hates status bc burn and poison both severely cripple it and especially stop defensive sets from doing their job. Pretty good otherwise :D
 

lyd ♪

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Don’t axe the Koko mention, Shuca Koko is still a thing and CM Dazzling Koko exists to some extent ig, its fine to keep it in there just word along the lines of “Tapu Koko sets can revenge kill weakened Garchomp”. Other than that I agree with all of LL’s suggestions except the ones on tankchomp since I don’t have enouhh experience with that set in specifc. As for Scarf Chomp keep it in OO but like LL pointed out outlie its negatives a bit more.

Thanks for leaving your suggestions LL :)
 
It's probably worth a mention in TankChomps Set Details that the spread's a little customisable depending on what speed tier you want it to hit - hitting 285 for positive natures base 80s like Hoopa-U, or you can hit 290 (probably the main tier to mention) to outspeed neutral natures 95s like Zygarde, Kyurem-B, and Tapu Lele (god forbid), or maybe even 300 to outspeed neutral natured base 100s like Medicham and Manaphy.
 
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It's probably worth a mention in Set Details that the spread's a little customisable depending on what speed tier you want it to hit - hitting 285 for positive natures base 85s like Hoopa-U, max speed Tapu Finis still running around, and Nidoking ig could be useful for some teams, or you can hit 290 (probably the main tier to mention) to outspeed neutral natures 95s like Zygarde, Kyurem-B, and Tapu Lele (god forbid), or maybe even 300 to outspeed neutral natured base 100s like Medicham and Manaphy.
Are you talking about Tank Chomp, or about all the sets?
 
Also it's probably better to make the spread Jolly 56 Speed on TankChomp (you get the same number of stats as the Impish spread) so in set details when you're talking about hitting higher speed tiers you don't have to clarify that using Jolly gets you more stats than Impish (for example, if you're outspeeding positive natured base 85s, Jolly + 120 Speed gets you 3 more Def and 1 more Speed then Impish + 224 Speed gets you).

Edit: Toxic also is still in OO when it should be a moves mention on Tank.
 
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Also it's probably better to make the spread Jolly 56 Speed on TankChomp (you get the same number of stats as the Impish spread) so in set details when you're talking about hitting higher speed tiers you don't have to clarify that using Jolly gets you more stats than Impish (for example, if you're outspeeding positive natured base 85s, Jolly + 120 Speed gets you 3 more Def and 1 more Speed then Impish + 224 Speed gets you).

Edit: Toxic also is still in OO when it should be a moves mention on Tank.
Implemented, thanks
 

lyd ♪

hi this is lyd
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OldAmberPlays Hey, sorry to bother bud, but please make Rockium Z the main set over Outrage with Dragonium Z. You can make Outrage a moves mention and leave Dragonium to Set Details. You can leave it as 2/3 QC too, if anything we can do a 4th check on the Rockium set. That’s all for today, thanks for your contributions :)
 
OldAmberPlays Hey, sorry to bother bud, but please make Rockium Z the main set over Outrage with Dragonium Z. You can make Outrage a moves mention and leave Dragonium to Set Details. You can leave it as 2/3 QC too, if anything we can do a 4th check on the Rockium set. That’s all for today, thanks for your contributions :)
Did everything, with some adjustments in "Usage Tips" to fit better with the change.
 
was reading through this and decided to leave some tips, don't implement this until qc verifies it

Overview

With a good Speed stat and high Attack, Garchomp is also capable of outspeed and OHKO threats such as unboosted Magearna,Tapu Lele and Mega Medicham, while hits hard and faster than a large portion of the tier.
Try "Thanks to its good Speed and Attack stats, Garchomp is a strong wallbreaker in the tier; for example, it is capable of outspeeding and OHKOing threats such as unboosted Magearna, Tapu Lele, and Mega Medicham" instead (if you use this sentence instead of what you have now you should remove the breaker mention in the next sentence). I'd recommend that you have a read through the spelling and grammar standards and proofread this after before you send it to GP as there's a lot of mistakes here.

while defensively it's outclassed by Gliscor, who can better check Heatran, has a reliable recovery move in Roost and can either set up or remove hazards from the field.
it's not totally outclassed by Gliscor at all? Gliscor's not a strictly better Heatran check - Modest Z Magma-Storm straight up OHKOes standard Gliscor, it'd be better to say something like it does a better job at checking non-offensive variants of Heatran. Also, Garchomp checks Hawlucha, Mega Scizor, Kartana, which isn't something Gliscor does. Say "while defensively Gliscor can be a better choice on some teams" or something.

since the Speed that Mega Garchomp loses when it Mega evolve can be troublesome
Give examples. The drop in speed means you're slower than Pokemon like Tapu Lele, Mega Medicham, and Timid Hydreigon.

Offensive Stealth Rock

Set

evs: 252 Atk / 252 Spe / 4 SpD
EVs are listed in order of stats, so it'd be 252 Atk / 4 SpD / 252 Spe.

Moves

Keep in mind that, sometimes, more than one one Swords Dance is needed to break threats properly.
This shouldn't be in Moves - it'd be in Usage Tips if anything, and I don't think it really fits there to be honest since it comes off as hand-holding.

Usage Tips

Mention that, if necessary, you can use Garchomp sparingly to check Pokemon like Heatran and Magnezone.

Continental Crush must be used after at least one Swords Dance boost and against those who Garchomp is walled otherwise. That way, it will OHKO full HP invested Tapu Bulu and Celesteela, with the latter needing a little chip damage to reach the same goal.
This is some pretty awkward phrasing. Say something like "Continental Crush should be used after a Swords Dance has been set up to break through Pokemon such as Tapu Bulu, Landorus-T, and Celesteela, however the latter two require some chip before they go down to the Z-Move.

Team Options

Pokemon that can deal with faster threats like Mega Latios and Mega Pinsir, such as Choice Scarf Tapu Lele and Weavile , can relieve the pressure that Garchomp suffers from them, since both have the ability to OHKO these threats.
This phrasings a bit weird as well, I'd say something like "Garchomp struggles with faster threats like Mega Latios and Mega Pinsir, so Pokemon to outspeed and OHKO them like Choice Scarf Tapu Lele and Weavile are good partners."

since the residual damage from hazards can leave Garchomp in range of attacks from Pokemon that it should defeat, such as +2 Mega Mawile
Specify Mega Mawile's Sucker Punch at +2.

Tank Chomp

Set

name: Tank Chomp
move 1: Stealth Rock
move 2: Earthquake
move 3: Dragon Tail
move 4: Fire Blast
item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 200 Def / 56 Spe
QC opted to change the set to this on the spotlight, so it's probably what they'll ask you to change it to:

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 200 Def / 56 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Fire Blast / Dragon Tail / Roar
- Toxic

Moves

Stealth Rock brings the hazard up, punishing switch-ins and providing pressure on the opposing team, being able to be setup against the likes of Heatran and Magnezone, two examples that are forced out fearing a possible Earthquake.
I think you should either say why it's an effective user of the move (you pressure most with Toxic, Torn and Zapdos for examples) or just remove this, since currently this is just explaining what Stealth Rock does, which is fluff.
This move is a powerful Ground-type STAB that serves as a way to do solid damage against a huge portion of the tier, such as Toxapex and Mega Tyranitar, while OHKO the two aforemencioned Steel-types.
This is filler, remove it.

Set Details

More Speed investment can be used though, such as 80 EVs to outspeed everything up to max Speed Timid Hoopa-U
It runs Jolly too, so just say max Speed.

Usage Tips

Even if your opponent already knows your set, an Earthquake is enough to OHKO both, while neither can achieve the same result against Garchomp at full HP.
This isn't really relevant, remove it.

Team Options

Since Garchomp lacks reliable recovery, Wish support from the likes of Clefable serves as a good way to recover its health and help it keep punishing attackers, while helping it dealing with Mega Latios and Mega Latias.
Clefables really fallen off lately, and TankChomps mainly used on more bulky offense type teams, which Clefable doesn't usually fit onto, so you should probably remove this.

U-Turn and Volt Switch support from Tornadus-Therian and Zapdos allow Garchomp to fit in a desired situation with little to no consequences, while also help it with the ability to be reliable hazard removers, preventing it from get worn down too quickly.
This set doesn't particularly enjoy VoltTurn any more than most other Pokemon since it's just a defensive pivot, so I'd remove this too.

Mega Wallbreaker

I haven't used this set in a long time, so I can't really offer too much critique.

Moves

Stone Edge can be used over Dragon Claw if Mega Garchomp is being used in a sand team, considering that the power increase of Sand Force let it hits Tapu Bulu and Celesteela, two targets that it can't touch normally.
This reads weirdly because you're saying it can't touch those two usually when Fire Fang is frontslashed, which does a good chunk to both, especially in Sand. I know you clarify that Stone Edge is used with Stealth Rock later, but it makes more sense to mention it here.

Also, it must be used with EdgeQuake coverage, since with these moves, Mega Garchomp have almost a free slot.
I think it's probably more out of necessity rather than choice - running either Dragon Claw or Fire Fang as your secondary slot alongside Earthquake means your coverage is much worse (Dragon Claw leaves you walled by Tapu Bulu if you're not Stomping Tantrum, and Fire Fang means you can't hit Landorus-T or Tornadus-T very hard), so reword it accordingly.

Other Options

This section in general needs to be updated a little to talk about Rockium Z as the main set for SD.
Poison Jab can be used over Stealth Rock in order to hit Tapu Bulu and Tangrowth post-Devastating Drake, but it doesn't hit anything else harder than Earthquake and Outrage.
I'd just remove this at this point - Rockium Z's the listed set now, which means this pretty much only helps with Tangrowth, and it only helps in certain circumstances too (like after the Zs been popped).

However, it faces huge competition as a Ground-type Choice Scarf user from Landorus-T, which is able to function as a pivot thanks to its access to both Intimidate and U-turn, while both of Garchomp's STABs are the worse to be locked into because they are very easy to abuse with their immunities.
Landorus also runs Earthquake, so it's not like Garchomp's STABs are worse to lock into. Say Garchomp risks losing all momentum because of it's lack of a good move to lock itself into like U-Turn.

Checks and Counters

The same for this section - this was written when the main set was Dragonium, so it should be updated as well.

Clefable can endure a +2 Earthquake from a non-Mega Garchomp and do heavy damage against it with Moonblast.
Say that it takes a +2 Continental Crush too if healthy.
Tapu Bulu deserves a special mention, as it conter any variation of Garchomp without Fire Fang or Poison Jab.
Mention that it should be wary of +2 Continental Crush.
**Celesteela and Skarmory**: Celesteela hard checks Garchomp, only fearing boosted Fire Fang from its Mega forme
"hard checks" doesn't make sense, and Rockium Z at +2 does a lot to it so you should say that it's a good check but it can potentially fall to a boosted Z-Move, though it can play games with Protect.
 
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