
the champion
I had a WIP but it got deleted when i reformatted my computer, so I'm just gonna put stuff here.
[Overview]
<p>Though Machamp has been a decent Pokemon throughout its career, the sadists at Game Freak really gave us a treat last generation with the addition of No Guard, allowing any of Machamp's attacks to hit; this includes a STAB Dynamicpunch, which is both powerful and guaranteed to confuse the opponent, making Machamp a very frustrating opponent sometimes. Machamp doesn't just annoy, however; its base 135 Attack does a lot of heavy lifting, allowing him to 2HKO quite a bit of the metagame with STAB Dynamicpunch, with a lot of things that can take it being dispatched by coverage moves.</p>
<p>All things considered, however, Machamp's Attack is the only thing that really shines, with the rest of its stats being decidedly average. Machamp really only has the defenses to come in on weaker hits; at the same time it is put in a disadvantageous position, being left in the dust by quite a few Pokemon, many of whom take out Machamp with relative ease. Thus, Machamp works best breaking apart defensive teams, literally punching his way to victory, though every team should have a check to Machamp, lest its members be on the ground in the aftermath of a killing spree by our overly muscular friend.</p>
[SET]
name: Sub + 3 Attacks
move 1: Substitute
move 2: Dynamicpunch
move 3: Stone Edge
move 4: Ice Punch / Thunderpunch
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe
[SET COMMENTS]
<p>Substitute is one of the best possible ideas when using Machamp, as when a Substitute comes up the opponent is put in a bit of a Catch-22, as they both have to break the Substitute and withstand a mighty blow from that base 130 Attack; blocking any secondary moves and at least one attack is just the icing on the cake.</p>
<p>Substitute is, of course, the main move on this set, giving Machamp some sort of protection against the onslaught it will often face. Dynamicpunch is Machamp's greatest asset, being both easily abusable with No Guard and hitting incredibly hard as well. Machamp also has a chance of getting past a few of its counters if it gets lucky with the confusion that Dynamicpunch causes; that same automatic confusion can be really annoying to everything else it hits as well. A lesser evil, Stone Edge is Machamp's second attack, having its notoriously shoddy accuracy remedied by No Guard. In addition, Stone Edge has great neutral coverage alongside Dynamicpunch, soundly smacking several Pokemon who can take Machamp's Fighting-type STAB moves, like Mismagius and Zapdos. Ice Punch as Machamp's last move rounds out its coverage, hitting many physically defensive Ground-types like Donphan, saving Dynamicpunch's PP. You also have the option of Thunderpunch in that slot as well, seeing as it's your best bet against the numerous bulky Water-types in the tier.</p>
[ADDITIONAL COMMENTS]
<p>To capitalize on Machamp's base 130 Attack, the maximum amount of EVs in that stat is a mandate; the same reason applies to use an Adamant nature. Enough Speed EVs are there to outpace any neutral natured Pokemon sitting at Base 60 Speed and below, such as Empoleon. The remainder of your EVs should go into HP to round out some of Machamp's overall bulk as well as provide more HP for Substitute. Leftovers is the preferred item for those reasons as well, and it also negates passive damage from sandstorm or hail, and Leftoers recovery heals Machamp when those weather conditions are not present.</p>
<p>Just about the only other option that Machamp can plausibly use is Payback, and it provides a powerful hit on quite a few Psychic- and Ghost- types, primarily Mew and Dusclops. However, more prominent threats, such as Alakazam and Azelf, are hit very hard by Stone Edge anyways. Regarding team support, dedicated walls like Chansey and Dusclops are great options to take many powerful hits which would otherwise either break Machamp's Substitute or take it out. Entry hazards are also especially useful, as Machamp will be forcing many switches. The extra damage caused by entry hazards, especially Toxic Spikes, can be crucial for Machamp to hit some key KOs. Keeping that in mind, teammates who can set down hazards are great partners. The aforementioned Chansey can set up Stealth Rock, while Deoxys-D can both set hazards and tank any overly powerful attacks.</p>
[SET]
name: Choice Band
move 1: Dynamicpunch
move 2: Ice Punch
move 3: Thunderpunch
move 4: Stone Edge
item: Choice Band
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe
[SET COMMENTS]
<p>Machamp easily has the capability of abusing his base 130 Attack with a Choice Band equipped, as it allows him to hit incredibly hard from the moment it enters the field without the need for boosting. Machamp's sheer power allows it to take out most of UU in two hits with STAB Dynamicpunch alone, and many Pokemon that aren't are taken out by any of its three other moves.</p>
<p>Dynamicpunch is the crux of this set, providing both a solid STAB move and a move that confuses the opponent upon contact, occasionally giving Machamp a bit of a lucky break. Ice Punch hits Ground-types much more reliably than Dynamicpunch, saving its PP; Ice Punch also hits most of the powerful Dragon-types in UU for super effective damage. Thunderpunch, on the other hand, hits the bulky Water-types littering the metagame for super effective damage, allowing Machamp to hit them hard without resorting to its precious Dynamicpunch. In the final moveslot, Stone Edge hits the opponent every time, though it is here for hitting frail Psychic-types like Azelf and Alakazam on the switchin without resorting to Payback.</p>
[ADDITIONAL COMMENTS]
-max attack obv and max hp to increase bulk since there's really no point to invest in speed
-any choice set that does should be scarf and that's a whole different animal
-bullet punch can work as decent priority but Steel isn't an effective STAB, moreso for machamp
-payback is bad but if you really want that hit on Mew you can do it (considering that azelf + alakazam = dominant psychic types = FRAIL)
-Guts is an option to let you take WoW like a boss, getting effectively a 2x boost
-hazards to capitalize on the switches you cause
-pursuiters to take out ghosts are helpful
-wish support is helpful
CALCS
DynamicPunch vs 252 HP/252 Def Registeel: 79.95% - 94.78% (2HKO with Leftovers)
DynamicPunch vs 252 HP/252 Def Donphan: 44.53% - 52.6% (2HKO after Spikes)
DynamicPunch vs 252 HP/252 Def Suicune: 43.81% - 51.49% (2HKO after Spikes)
-1 Atk DynamicPunch vs 252 HP/252 Def Arcanine: 39.06% - 46.09% (2HKO after Stealth Rock)
-1 Atk DynamicPunch vs 255 HP/255 Def Hitmontop: 44.41% - 52.3% (2HKO after Spikes)
Ice Punch vs 252 HP/252 Def Zapdos: 56.25% - 66.67% (2HKO)
ThunderPunch vs 252 HP/252 +1 Def Milotic: 38.58% - 45.69% (2HKO after Stealth Rock + Spikes)
Stone Edge vs 4 HP/0 Def Azelf: 82.53% - 97.26% (Chance to OHKO after Stealth Rock)
[SET]
name: Choice Scarf
move 1: Dynamicpunch
move 2: Ice Punch
move 3: Thunderpunch
move 4: Stone Edge
item: Choice Scarf
nature: Jolly / Adamant
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
-completely different from all the other sets since you're capitalizing on the surprise factor of the boosted speed
-same move comments as before
[ADDITIONAL COMMENTS]
-Absolutely needs Ghosts out of the picture when you're running this, so pursuit is heavily advised
-bp is just bad on this set since you're already running the speed you need to outspeed most of your counters
-same deal with payback since it depends on you being slower; neutral stone edge hits harder on all psychic types
-wish support is an option to give machamp a new lease on life
-max attack and speed to hit as hard as possible while outspeeding quite a few usual counters
[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Dynamicpunch
move 3: Ice Punch
move 4: Stone Edge
item: Leftovers
nature: Adamant
evs: 208 HP / 252 Atk / 44 Spe
[SET COMMENTS]
-Machamp's only boosting move is Bulk up, and it can use it pretty effectively
-Bulk Up boosts Machamp's Defense to nice levels, allowing it to tank some fairly powerful physical hits after a boost or two
-Dynamicpunch is your obvious staple
-ice punch hits dragon and grass types, as well as Hippowdon, taking it out in 2 hits after a boost and Stealth Rock + layer of Spikes
-Stone Edge rounds out your coverage, hitting flying types on the switch in hard even when unboosted
-as a plus, after a Bulk Up boost you live a hit from unboosted azelf's psyshock and you have a chance to one shot with Stone Edge after LO, 100% after SR
[ADDITIONAL COMMENTS]
-max hp / speed for overall bulk and attacking
-adamant for power
-lefties for recovery - its machamp's only form
-you can run Thunderpunch to get rid of water-types easier but the Dynamicpunch usually hits harder
-wish support can be helpful to let machamp boost again if its weakened
[Other Options]
-all out attacker set, but that's pretty meh considering its frail af
-close combat + guts is interesting
-resttalk is better done by machoke, besides its bad anyways
-mentioning SpecsChamp for the lols, QC your call if i can keep it in (obviously going to laugh about it)
-you have access to light screen which can work buts its the very definition of gimmicky
[Checks and Counters]
-faster things are good
-keep in mind that if you're switching in something you have to make sure it won't get too badly injured by confusion from Dynamicpunch
-best strategy is often revenge killing, and there are a lot of Pokemon that outspeed it
-azelf and alakazam are your best bets in that regard, coming in on a revenge kill and one shotting with Psychic
-Chandelure and Mismagius can both come in on both of Machamp's movepool besides Stone Edge and either set up in mismagius case or blow it out of the water (flames?)
-toxic spikes are really bad for any set, especially sub and bulk up since those require staying in for a while
[Dream World]
<p>Steadfast is a neat ability to recieve from the Dream World, but there are far too many things Machamp can't have while using Steadfast that it's not worth it. Besides, No Guard is Machamp's best niche by far.</p>