Yup,
APPROVED 2/3
APPROVED 2/3
Sure. That's a decent idea and i don't really have anything against mentioning it to be used in tandem with lefties. I'll add it as I get up to writing that set.add protect.
I would move up the Choice Scarf set to be the second set btw. I find it to be one of the most effective Garchomp sets and Choice Scarf users in general. I personally feel that it's better than Swords Dance, anyway.
evasion-enchancing abilities (sand veil, snow cloak) as still banned afaik and even if they weren't they have become much worse with the weather nerf and thus aren't as reliable. rough skin allows garchomp to deal free damage to important stuff (zard-x, talonflame, mega pinsir) meaning it can at least indirectly wear them down for something else to take care of them.
1/6 + 1/8 isn't 2/8, it's 7/24, which is around 30%. You could say around 1/4 or around 25%, but your current fraction isn't right (or simplified) :PSet Details
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The main idea behind Tank Garchomp is to impede physical attackers by whittling down their health with the combination of Rough Skin and a Rocky Helmet, which causes opponents that make contact to lose 2/8 of their total HP. The EV spread and nature provide for maximum physical bulk, allowing Garchomp to take as many physical blows as possible. While an Impish nature is usually favorable, a Lax or Relaxed nature can also be used if lowering Fire Blast's damage output is undesirable.
Leftovers is an alternate item which grants Garchomp a means of restoring itself without relying on team support, but sacrifices its utility through passive damage. An EV spread of 252 HP / 196 Def / 60 Spe is also viable with a Jolly nature so that Garchomp can outspeed and attack Adamant Lucario and max Speed Heatran with Earthquake.
Smogon, PokemonDB, IGN, and Bulbapedia all suggest otherwise.<insert tibot quote here which had broken quote tags>
I think you're mistaken; both Rocky Helmet and Rough Skin cause attackers that make physical contact to lose 1/8 of their total HP. Neither of them take away a total of 1/6.
Description
The holder will deal damage to the opponent equal to 1/6 of their maximum HP if the holder is hit by a contact move. Stacks with Iron Barbs or Rough Skin. If the holder is hit multiple times by the same move, for example by Tail Slap, then the holder will deal damage on every hit. If the opponent uses any of Bug Bite, Circle Throw, Dragon Tail, Pluck, Rapid Spin, SmellingSalt, or Wake-Up Slap, and then immediately faints due to the damage from Rocky Helmet, then the effect of that move will not take place. This is not the case for moves that would inflict status, flinch, or drain HP. The damage dealt is not blocked by Substitute.
Competitive Use
Rocky Helmet actually deals a rather significant amount of damage, when you think about it—certainly, killing a Pokemon in six hits is a considerable boon to a defensive Pokemon. Or rather, it would be, were it not for the fact that most defensive Pokemon will mourn the loss of Leftovers far more than they will enjoy the benefits of Rocky Helmet. Hence, you won't find it used much—although, Pokemon with Rough Skin or Iron Barbs will sometimes like this item, as the opponent will be taking damage not only from their ability, but also from their item, wearing them down pretty quickly. However, this requires the Pokemon to be able to take more than one hit before keeling over—which is limited, in terms of Rough Skin or Iron Barbs users, to Ferrothorn and Druddigon.
someone is wrong here and idk who
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AccidentalGreed› [15:09:42]
labyrinthine
‹labyrinthine› [15:09:45]
hi
‹AccidentalGreed› [15:09:48]
Focus Sash isn't an ability lol
Stealth Rock could be mentioned in the Set Details of the Choice Scarf set. Its an okay filler move, as Scarfchomp can find plenty of opportunities to use it thank to the switches it forces. I've seen quite a few players use it to a degree of success.