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Garchomp, the most broken pokemon in OU.

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But one advantage is that you can restart the weather once T.Tar comes in, then he has to leave and come back.

Or, you can start Rain or Sun, then predict T.Tar coming in to change the Weather and either use your Weather move on the Switch (Negating T.Tar's ability) or Knock out T.Tar.

There is an advantage to having an ability that induces weather, and I wish more pokemon had Drizzle or Drought, but packing a weather inducing move isn't a terrible idea.

I can vouch for this. Hail teams especially encounter this problem vs (good) Rain Dance teams. Unless your opponent is running T-Tar + Hippowdon, then they too will run into the same problem.

I've personally never have seen a good sunny day team >_> I'm certain they can do it... but I can't think of how it would work.
 
I've personally never have seen a good sunny day team >_> I'm certain they can do it... but I can't think of how it would work.

Just have something sturdy that can use sunny day, and then stick in a few fire types, solarbeamers and anything that learns chlorophyll. It will be very hard though, because you'll have to stop hippowdon or tyranitar from getting a safe switch in.
 
Don't bring sandveil into this arguement because that cant be changed and if you do then you need to get rid of a lot of pokemon (like gliscor)
A short sighted argument. Sandveil is and should be considered as a bonus on top of everything else. Gliscor doesn't even compare to the raw destructive tendencies and defensive stats of Garchomp. You're trying to exclude one from the other and thats quite frankly a simplistic point.

is because to many things end up looking WAY harder to stop on paper and in theorymon than in an actual battle.
Oh I'm absolutely sure nobody has used Garchomp in a real battle. It's only the number 1 most used Pokemon in the entire game.

And as far as needing an ice move being overcentralized, no. just no. There are like 15+ very common pokemon weak to ice, we should be using it anyways.
Out of the current top 40 most used Pokemon in the game only 9 are actually weak to ice.

I've personally never have seen a good sunny day team >_> I'm certain they can do it... but I can't think of how it would work.
Probably because if you try taking full advantage of it your typing turns into ass. Tangrowth and Typhlosion are about the best Sunnyday setups available but it should be obvious a fire type gets mauled by the Sandstormers and SR and a grass fears Ice constantly.

I did used to like running Sunnyday Typhlosion to give me control over the weather but SR weakness and general weaknesses hurt badly in the new game. It really leaves Tangrowth as the only reliable setup given his bulk and Chlorophyll.
 
Just have something sturdy that can use sunny day, and then stick in a few fire types, solarbeamers and anything that learns chlorophyll. It will be very hard though, because you'll have to stop hippowdon or tyranitar from getting a safe switch in.

Well in my nooby opinion I don't think T-tar or Hippo like to switch in on a STAB grass attack (I used a sunny team once and I used another grass move next to solarbeam just for this).

As far as garchomp is concerned he's swept me a few times but mostly it where just my random test teams. But as I still think Cresselia is a decent counter as the chance of crunch is pretty low (I hardly ever see it) and I think the Resttalker may be able to outstall it as long as it isn't a sub/SD version (not sure though)
 
I can vouch for this. Hail teams especially encounter this problem vs (good) Rain Dance teams. Unless your opponent is running T-Tar + Hippowdon, then they too will run into the same problem.

I've personally never have seen a good sunny day team >_> I'm certain they can do it... but I can't think of how it would work.

I'd look towards the fact that Morning Sun and Moonlight pop up to 100% Recovery in a Sunny Day. Synthesis does too, but that's almost useless as most of the users of Synthesis are grass types, and fire is increasing in power too (Which is very useful in and of itself).
 
I'd look towards the fact that Morning Sun and Moonlight pop up to 100% Recovery in a Sunny Day. Synthesis does too, but that's almost useless as most of the users of Synthesis are grass types, and fire is increasing in power too (Which is very useful in and of itself).

http://www.smogon.com/dp/moves/moonlight
http://www.smogon.com/dp/moves/morning_sun
http://www.smogon.com/dp/moves/synthesis

Only heals 2/3, and with only 5 PP, it isn't exactly a reliable recovery.
 
I find the best Rain Dance setups tend to be the Swift Swimmers. Ala Kingdra, Omastar, Gorebyss if only because no sane player will switch in risking not only taking neutral/super effective Double STAB Hydro Pump/Surf . But also they risk being outspeeded if they do.
 
Both Serebii and Marriland dex say it's 100%. I've ran sunnyday, both on Shoddy and Wifi, but can't recall the heal amount.

DragonTamer's right. I've tested it myself. 2/3 recovery.

I'd like to make a Sunny Day team, but I don't feel it's practical in any Single Battle tier that includes Tyranitar. Doubles Sunny Day teams are much more practical, especially with Pokémon like Cherrim and Eruption Typhlosion at your disposal.
 
DragonTamer's right. I've tested it myself. 2/3 recovery.

I'd like to make a Sunny Day team, but I don't feel it's practical in any Single Battle tier that includes Tyranitar. Doubles Sunny Day teams are much more practical, especially with Pokémon like Cherrim and Eruption Typhlosion at your disposal.


Ah.

Shiftry makes a decent T-Tar killer. It can still outspeed Ttar without Sun up and either GK or BB(both do almost same dmg with the spread I use) T-tar then switch and setup sunnyday.


This is getting kinda off topic though isnt it? ;o
 
This whole arguement is useless. Honestly. Look at other pokemon that are hard to counter because of what? again multiple sets. Try to counter salamence and i could make a set that makes him beat that counter. The reason versatality should not be taken into consideration when your deciding if something is to good for OU (garchomp definately isnt) is because to many things end up looking WAY harder to stop on paper and in theorymon than in an actual battle.

A few Pokemon that are as versatile or more versatile than Garchomp:
Salamence
Tyranitar
Gengar
Infernape

those are just a few. oh and also think about this, when you see a garchomp you know its moveset is a combo dragon, ground, fire, sub, swords dance

Look at the pokes on my list. They are a lot more than chomp


Don't bring sandveil into this arguement because that cant be changed and if you do then you need to get rid of a lot of pokemon (like gliscor)

Metagames adapt, we have adapted to garchomp, of course he affects the metagame he's strong, but he's not to strong. if you claim he causes overcentralization then your being a moron. Look at Blissey, it causes adaption by forcing pure special attacking teams away. in the end it all balances out.

And as far as needing an ice move being overcentralized, no. just no. There are like 15+ very common pokemon weak to ice, we should be using it anyways. Not to mention Ice is arguably the best attacking type

Just a few points; Salamence doesn't have the unique speed tier to make him outspeed all base 100s. Tyranitar's typing is fairly atrocious (and he has a more reliable counter for most standard sets in Hitmontop). Gengar is particularly dangerous, as is Infernape, but they both suffer from having paper-thin defenses and are a lot easier to take down than Garchomp.

As to knowing Garchomp's attacking types before hand; yes, you pretty much know what types Garchomp is packing. But Garchomp uses them so well that it doesn't really help. The only reliable, 'stop-right-there' approach to the SubSD set is Skarmory. I don't have anything against using standard OUs, but I don't want to have to pack Skarmory on every team I make just so I don't have to rely on luck to beat(or not) SubSDChomp.

I think Sand Veil itself is not a problematic ability. The ones who get it otherwise; those being Cacturne, Dugtrio, Sandslash, and Gliscor; are not as a significant sweeping threat as Garchomp. Dugtrio has a much more significant ability in Arena Trap, Gliscor doesn't have the base 130 Attack stat to smack you with if you miss with your Ice Attack, Sandslash is just not threatening overall, and Cacturne has a poor typing and is as slow as Duke Nukem Forever.

However, it is the fact that in addition to his remarkable typing and base stats, that Garchomp gets synergy with other great OUs (Hippowdown, Tyranitar) in the form of 20% Evasion; this same synergy that can make even things that reliably should be able to beat him capable of failing due to the roll of the dice. Luck is a part of Poke`mon, but with Garchomp, it is oft that one unlucky turn means you either win or you lose.

Just my thoughts on the matter.
 
Well in my nooby opinion I don't think T-tar or Hippo like to switch in on a STAB grass attack (I used a sunny team once and I used another grass move next to solarbeam just for this).

As far as garchomp is concerned he's swept me a few times but mostly it where just my random test teams. But as I still think Cresselia is a decent counter as the chance of crunch is pretty low (I hardly ever see it) and I think the Resttalker may be able to outstall it as long as it isn't a sub/SD version (not sure though)

When you switch in Hippowdon / Tyranitar wouldn't that start up the sand, and force Solarbeam to charge?
 
Well, at the very worst you would be charging while Tyranitar/Hippowdon switched in and they would be hit by Solarbeam the following turn. Considering the grass weakness of both these Pokemon, it's not going to feel very good.
 
Nope.

1. Hippowdon switches in. XXX is gathering light!
2. Hippowdon gets the hell out of there. Blissey comes in. XXX uses SolarBeam! Because of sandstorm, Solarbeam is only 60 BP! Blissey LOLs at the damage!
3. Dragontamer sends WTF "Did you even playtest this mechanic" flag to GameFreak / Nintendo.
 
Well, at the very worst you would be charging while Tyranitar/Hippowdon switched in and they would be hit by Solarbeam the following turn. Considering the grass weakness of both these Pokemon, it's not going to feel very good.

Don't forget that Solarbeam's power is halved in sandstorm so it won't hurt that much especially against tyranitar and it's sp def boost.
 
Wow, are you serious? A "sure-fire" way to kill Tyranitar... try Grass Knot over Solarbeam, it works every time.
 
Bronzong disagrees with you.

If you switch in on Sub, you can't use Hypnosis, Gyro Ball won't break a sub in one hit, and an SD or 2 then allows it to easily overcome any threat Bronzong produces, particularly if you run Fire Fang, but it works fine with Dragon Claw.

It would be interesting to have a period with Garchomp out of the picture like the recent Deoxys-e and Wobbuffet test periods, to see which Pokemon get more or less use because of the switch, but I think it should be on an alternate server so we can keep a server to compare the results with.
 
I totally agree, we aren't getting much farther with Theorymon. We have to test it on a Garchomp-less server. I'm sure it would be quite fun without Chomp, we might even see Flygon usage rise and sandstorm usage drop... that'd be a refreshing change.
 
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