Sorry for the delay! The voting ends now, and by its results, the winner of the Cycle 44 is DD Heal Bell by Amir. Congratulations! Your submission will be added to the Hall of Fame soon. And moving forward...
Cycle Forty Five - Garchomp
Garchomp is a scary offensive presence in the metagame due to its nice overall stats, amazing STAB combination along with a very useful typing, and decent Speed tier. Access to Swords Dance turns Garchomp into a balance teams destroyer, and Scale Shot enables Garchomp a number of sweeping opportunities by boosting its Speed. A different and notably rarer approach to Garchomp is its tank set, which severely punishes all physical attackers via Rocky Helmet + Rough Skin and offers some useful utility. Can you guys make use of Garchomp in another cool ways? Show them here!
LO Chomp with dual STABs + fire coverage is a menace. By using Fire Fang over Stone Edge, Garchomp can easily muscle through Corviknight and grass types. Note that Fire Fang is preferred over Fire Blast because Spedef Corviknight is on the rise.
Ah Garchomp, a pokemon that was once thought to be banned if it got access to Dragon Dance (phew), well people have discovered the new possibility of making a pseudo version of Dragon Dance with the combination of Swords Dance and Scale Shot.
This idea for Garchomp came back from the days when it was used way back in XY when partnered with Tyranitar to take advantage of Sand Veil. I decided to take the concept to another level, by taking advantage of the new move Scale Shot, having a chance to hit up 5 times in one turn and by combining it with King's Rock, it becomes something similar to the well known Cloyster that we love and hate.
So let's break down what you're looking at:
Sand Veil allows this Pokemon's evasiveness to become 1.25x while under Sandstorm.
King's rock grants the holder's attacks without a chance to flinch gain a 10% chance to flinch.
Substitute shields the user from status and absorbs a hit.
Scale Shot a move that hit 2-5 times, increase the speed in cost of lower the user's defense.
Assume Garchomp wants to setup a substitute whle under the sandstorm and the opponent uses Scald or another 100% accurate move, that move now becomes 75% accurate thanks to Sand Veil, with a bit of math we can calculate the chance of the opponent breaking the substitute 4 times in a row, is estimated at roughly 31.6% to put that to perspective; it's about the odds of hitting Sheer Cold or getting a scald burn turn 1.
Then the chance of flinching with Scale Shot if you get these rolls:
2 hits: 19% chance to flinch.
3 hits: 27.1% chance to flinch.
4 hits: 34.4% chance to flinch.
5 hits: 41% chance to flinch.
Additional spread if you want to use a bulkier version:
The EV spread here is used to outspeed Jolly Landorus-T (and Scarf Lando after a Scale Shot), the HP hits 404, for 101 substitutes so it doesn't break vs Blissey's Seismic Toss, the SpD investment allows it to ensure Slowbro's Scald doesn't break the substitute, so you can setup swords dances safely.
Sand is common thing, what with 2 setters in Hippo & Ttar and 2 strong abusers in Drill & Zolt. Whilst Chomp doesn't gain any speed from the sand, having that chance to evade attacks can become very handy. EVs are standard offensive Chomp. Substitute gives an extra layer of 'protection' from attacks, whilst Leftovers provide the ability to continually Sub. Swords Dance turns Chomp into a fearsome sweeper, and its remaining 2 moves are STAB. Stone Edge is a strong alternative move, but I find its not worth dropping either of its STAB or the utility that Sub provides.
Choice Band Garchomp hits like a nuke from the get go, and with 333 Speed it hits already a great Speed tier from the beginning. Choice Band Garchomp can not only revengekill slower Pokemon, but also dish out hefty damage on every Pokemon with a wide variety of moves it has access to; Earthquake is its strongest Ground-type Stab, Dragon Claw is the Dragon-STAB of choice to not get locked into the Outrage effect, Stone Edge hits Flying-types such as Tornadus-T and Zapdos, where the last move Poison Jab hits Grass-types pretty hard, these include Rillaboom, Tangrowth and Tapu Bulu which recently has risen in the viability, due to its great typing to fend off Ground-types and Pokemon like Zeraora.
Mixed Garchomp is a neat set that is designed to weaken or otherwise remove common Garchomp switch-ins, with Draco Meteor notably 2HKOing physically defensive variants of Landorus-T and always KOing Leftovers Hippowdon with the combination of after SR+1 layer of Spikes+EQ (don't even need the SR if it's holding Helmet). It also KOs physically defensive Slowbro after it switches in on Earthquake if you’re able to rack up around 10% damage prior and 2HKOs max HP Rotom-W >60% of the time.
Fire Blast is good as you can just click Earthquake and then swap buttons if they go into something like Tangrowth, Corviknight, or Skarmory expecting a forced switch. Like any mixed attacker, the aim of mixed Garchomp is to exploit teams that rely on generic physical tanks to respond to physical attackers. While SR is generally easier to fit onto teams (and MixChomp does a good job of laying thanks to its good matchup versus Corviknight, Zapdos, and physically defensive Mandibuzz), running SD turns the set into a more of a classic Chain Chomp, letting it bluff a fully physical set while still having the option to muscle past Pokemon like physically defensive Clefable that can otherwise take advantage of its weaker Earthquakes.
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 136 HP / 252 Def / 120 Spe
- Stealth Rock
- Earthquake - Fire Fang
Do you need a tanky and fast rocker?
Need a little bit more chip damage? Need to annoy someone for a battle?
Well this set is for you!
This Garchomp set fits well on hyper offense and balance teams, as Garchomp's natural bulk can be helpful in many situations. It also has a fantastic ability, Rough Skin, and with Endure, it can provide lots and lots of chip on strong and prominent physical attackers such as Urshifu-Rapid and Rillaboom.
Stealth Rock provides EVEN MORE CHIP! Earthquake is for STAB, and Fire Fang is for Ferro and Rilla.
Endure can be used to survive a U-turn at 1 hp from common mons such as Lando-T and Corv.
130 Speed + Jolly ensures that it can outspeed both Nidoking and Rillaboom, as Nidoking's Ice Beam and Rilla's Wood Hammer does massive damage/OHKO's it.
252+ Atk Choice Band Rillaboom Grassy Glide vs. 136 HP / 252 Def Garchomp in Grassy Terrain: 195-229 (49.8 - 58.5%) -- 69.5% chance to 2HKO after Grassy Terrain recovery
252 Atk Kartana Leaf Blade vs. 136 HP / 252 Def Garchomp: 154-183 (39.3 - 46.8%) -- guaranteed 3HKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 136 HP / 252 Def Garchomp on a critical hit: 228-273 (58.3 - 69.8%) -- approx. 2HKO
+2 252 Atk Life Orb Garchomp Earthquake vs. 136 HP / 252 Def Garchomp: 347-409 (88.7 - 104.6%) -- 31.3% chance to OHKO
Earthquake + Dragon Claw is the classic dual STAB combination, whereas SD is here to set-up between Brightpowder, Sand Veil, Substitute and/or forced switch-ins (aka free turns).
Substitute gives an extra layer of protection under Brightpowder (and Sand Veil).
With the lack of Dynamax in OU, this set is viable.
Math is one key factor of Pokèmon Battles and Brightpower does this:
* transforms 100% accuracy-moves into 90%;
* transforms 90% accuracy-moves into 81% (basically a Stone Edge);
* transforms 80% accuracy-moves into 72% (basically a Focus Blast);
* transforms 70% accuracy-moves into 63%.
If Sand Veil is active the accuracy of any move used against a Pokémon with this Ability is modified by a factor of 4/5.
How to use these extra turns? Examples: 1) To set-up Substitute to avoid detrimental statuses; 2) To set-up Swords Dances; 3) To attack extra times without taking damage.
It is math, not luck.
A Sand setter with Smooth Rock is mandatory.
Everybody already hogged the good stuff about Garchomp so I might as well throw in something that's just meant to troll
Garchomp @ Blunder Policy
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
- Fire Fang
- Stone Edge
- Swords Dance
This is just meant to troll and is gonna be horribly inconsistent but hey, if it trolls then it trolls. Just roll with it
The point of this set is for Garchomp to assume perfect coverage. Stone miss, I mean stone edge hits a lot of stuff that earthquake doesn't and does a good ton to all of them, the only exception being metal birds, which is why fire fang is used so Garchomp can chomp them down. Swords dance is swords dance so no need to explain that. You do miss out on hitting Latios but that thing is almost non existent and Dragapult is never surviving an earthquake after a dance so there's that. Adamant over jolly because really, the only thing outspeeding Garchomp at +2 is probably Barraskewda under rain and that is almost non existent as well
If you think scale shot is inconsistent then this takes it up to eleven. If anyone uses this set and loses because of it, don't blame me. As I said, this is just meant for trolling purposes, whether or not you end up trollling your opponent or you, that is the question
Garchomp @ Leftovers
Ability: Rough Skin
EVs: 252 HP / 200 Def / 56 SpD
- Stealth Rock
- Dragon Tail
The general idea of this set is to deter setup sweepers and unfavourable match ups with a dragon tail garchomp, phasing out birds to give chomp a chance to setup rocks and status any non steel types. The SpD EVs are a change from the usual bulky chomp spread, giving it more of a favourable matchup against fast special attackers and speed being less of a factor due to dragon tails negative priority. This set has a very favourable match up against offensive teams, deterring any setup sweepers that are non fairy
Teammate Support: Generally on the rest of your team you would want some sort of steel, or poison coverage to deter CM clef from staying on the field and setting up on this mon.
Aims to act as a pivot. Draco meteor bounces you out into a suitable counter. I find he works well with Magnezone to hit birds. Earthquake, because you cant NOT run it on chomp. Dragon tail shuffles enemy checks and racks up damage, especially effective with hazard and knock off support. Last moveslot is up to you. I enjoy Toxic for the surprise factor, but rocks are good too. Stone edge is good coverage and scale shit helps lategame