Machamp Discussion

The problem with machamp is that it is walled by cress and weezing, which are both very common, and it's easy to switch in a ghost (dusknoir, gengar, spiritomb) to status it. Revenge solves these problems to an extent, but it won't really help against the ghosts (dusknoir is slower and can WoW, gengar can status/attack first, spiritomb has no weaks) or against weezing. Still, i think machamp is becoming more and more useful as the game shifts away from stalling with spikes and a ghost and towards the incredible offensive power which was introduced in D/P.

STAB 100%accuracy dynamic punch off 130 base attack is ridiculous. --TAY
 
i don't think that machamp is underrated at all. i think he's OU where it currently is. despite the speed factor, machamp has one of the best abilities in the game,a great movepool and good stats. i have seen many people use them before.
 
In my humble opinion, Guts > No Guard. 100% accurate Stone Edges and Dynamic Punches are fun, but with Guts he can absorb status easily. The confusion rate from Dynamic Punch can help you out in a pinch, but the damage difference between Close Combat and Dynamic Punch is notable. When the calculations showing the differences between Infernape's Close Combat and Medicham's High Jump Kick (who has a much larger attack than Infernape) were shown, with Close Combat outdamaging High Jump Kick (which has the same Base Power as Dynamic Punch iirc), I was convinced that Base Power matters.

Plus, with Guts some of his counters now can't do a thing to him. He absorbs Dusknoir's Will-o-Wisp and can hit him with Paybacks when he tries to damage him at all, any smart-alleck Gengars trying to Hypnosis him eat Sleep Talk'd Stone Edges, etc. Of course, Confusion is the only thing he can do to touch Cresselia, but with Psychic that won't help for very long.
 
You're right Blaziken. I love using Guts, most importantly by passing Machamp Speed with a Flame Orb. Apart from the Fire Blast set, Guts > No Guard. It does the CB, Trick Room, Choice Scarf, BP and Sleep talk better.
 
You're right Blaziken. I love using Guts, most importantly by passing Machamp Speed with a Flame Orb. Apart from the Fire Blast set, Guts > No Guard. It does the CB, Trick Room, Choice Scarf, BP and Sleep talk better.
I haven't tried the Guts set yet, but the no guard set has been working well for me. The only thing that sucks is your opponent gets 100% accurary too, so don't use him in double battles.
 
I have never tried Guts machamp either. It would be pretty useless if your opponent doesn't status you. And if you use flame orb to activate guts, you might as well use life orb instead because losing 10% from every attack landed is better than losing 12.5% of health from burn every turn no matter what. Life orb boosts machamp's special attack as well if you are going to use fire blast at all. Anyway, I still don't think it's viable because of all the stall teams around and with no decent recovery, machamp is going to die fast.

The problem with machamp is that it is walled by cress and weezing, which are both very common, and it's easy to switch in a ghost (dusknoir, gengar, spiritomb) to status it. Revenge solves these problems to an extent, but it won't really help against the ghosts (dusknoir is slower and can WoW, gengar can status/attack first, spiritomb has no weaks) or against weezing. Still, i think machamp is becoming more and more useful as the game shifts away from stalling with spikes and a ghost and towards the incredible offensive power which was introduced in D/P.
I think you meant payback, not revenge. Like I said in my previous post, dusknoir is a 2hko if it switches in to take your payback. And about gengar, if it attacks you, payback is a OHKO. The only safest switch in is spiritomb, it can always come in without the need of prediction.
 
yes that's what I mean you get more of an attack boost. If you're in for 3 turns or less, Toxic Orb does less than Life Orb as well. Plus it saves you from status.
 
I <3 antis set, I really do, but my two preferences are


TR Champ- Brave- 0 speed iv- No Guard
252 Attack/ 202 hp/ 56 def
Lum berry(For all those statusers that think they can abuse No guard)
DynamicPunch
Ice Punch
Stone Edge
Toxic

Really packs a "punch" haha. Toxic for crippling Cresselia and other walls.


Scarfchamp- Jolly-
252 Attack/ 236 speed/ 14 hp- No guard
Choice Scarf, duh.

DynamicPunch
Ice Punch
Stone Edge
ThunderPunch

Evs allow this to outspeed a bulkydos after a DD and hit it with ThunderPunch for the OHKO. Quick DynamicPunches are awesome too.
 
life orb is 1.3
toxic/burn orb is 1.5
I'm pretty sure most of us knew that already.

I am not saying that life orb is good on machamp, but from what I look at it, it is better than using items to activate guts. Sure you are immune to other status but you will die faster because you are taking 12.5% every turn no matter what you do. A life orb no guard machamp can almost get the benefit from both sides =]
 
If you're running Flame Orb you need to run Guts. If you're running No Guard, you can choose any item you need/want because No Guard is not dependant on anything. It activates imediately.
 
Could you abbuse its trait in double battles? Im not suggesting against other people, purely in the (hax) battle tower, OHKO moves could prove to be a very easy way to complete it. Problems could arise when you face faster OHKO pokemon there though, although if you get Dugtrio to use Fissure or someone equally quick it shouldnt be a huge problem...
 
Mix-'Champ is ownage. I've been using it on both Shoddy and WiFi with great success, it truly rapes teams:

Machamp @ Leftovers
Naughty - No Guard
60 HP, 252 Attack, 20 Defense, 52 Sp. Attack, 124 Speed

~Fire Blast
~DynamicPunch
~Stone Edge
~Bullet Punch

With these Sp. Attack EVs, Fire Blast does a minimum of 53% to max HP Skarmory, minimum 56% to Tangrowth and OHKO's Forretress / Scizor. The Speed is to outrun Scarmory as well to stop it getting in a Brave Bird / Drill Peck / Spikes in and also puts you ahead of Vaporeon / Umbreon which is sweet. Max Attack for obvious reasons, 336 HP for Leftovers and rest in Defense. Naughty > Lonely because Machamp is a good Rock / Dark resist physically.

The first 3 moves are obvious and Bullet Punch is just fun to use, doing a fair bit off 394 Attack. It 2HKO's Weavile 87.5% (iirc) of the time and Aerodactyl 50% of the time, as well as Focus Sashers who think they can OHKO you such as Alakazam. I love this set!

@ Kabuto - he means guts boosted Close Combat.
Great set and spread. My shiny Machop with Naughty nature is going to get some use after all!
 
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