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Project Research Projects - Garchomp @ post 44

  • Thread starter Thread starter UT
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IDGCH Betti

Have to keep the momentum going, while I am only in the 1500s rn, wanted to make an early post as what I am using deviates a bit from what has been proposed/what I have been doing. I already used offensive chomp during seasonal, and found tinted to be an amazing offensive pairing with mons like stail and zarude due to it clearing the pesky steels for them. I think maw is fine, but the damage amp tinted provides in comparison to dmaw for defensive ghold/corv is what sets it above for me. I wanted to use a more utility based chomp instead, so hopefully don't overlap too much with what porcupine wanted to use.

:sv/Garchomp:
Garchomp @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Spikes
- Dragon Tail
- Earthquake

Pretty standard chain chomp. I had tried fluffy while building for ssnl, but found it had no longevity even with terrain support, so I decided here I would fully lean into it being the regen mon.

:garchomp::Gholdengo::Great Tusk::Moltres::Zarude::Scream Tail:

My initial build, I think the ideas are there but the tusk and ghold slots didn't feel right, and I was pretty weak to most physical attackers, needed to make a change.

:Garchomp::Gholdengo::Moltres::Iron Treads::Zarude::Scream Tail:

Much cleaner, and fluffy ghold has great physdef synergy with chomp, as it covers for the chien and zama weakness. AV treads rounds out the spdef and immunity core much better than AV tusk/wbb ghold. Zarude and stail still have very nice synergy with chomp and ghold, so I kept them the same. I also actually thought seed bomb on zarude would be a cool tech for fluffy tusk after seeing it used against me for hamu, but never had the opportunity have it load into the mu.

I really like this build, chomp has great longevity, can survive basically any hit, and punishes all removers while having consistent removal in treads.


I think the bonk replays showcase how even tough mu's like opposing offensive chomp + other overloads is still very playable, just have to get the plays/midgrounds right.

Will probably ladder a bit more with different compositions as the deadline comes closer, but this initial run was fun. The only really bad problem mu was like moldy hearth flame + spike stack, but that felt like a very niche team comp/ladder moment as literally any other fire would be fine to beat as moldy.
 
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IDGCH Horse
Like any other sane person I decided to spend most of my day laddering and building jank, got to around 1500s after a couple ups & downs but so far I'm not really getting to show off chomp too much. Either the lower elo matches go something like this or sinistcha just pops off on its own (cause it's really good right now with it's spinblocking capabilities & getting to roulette wheel with WBB / Fluffy) and I don't have to use anything else. So far though I think my initial cook with Scale Shot + Fire Blast doesn't really work in practice like I'd hoped, most people seem to have a fairy ready to switch in or they simply stay in because vibes or smth and it flops so that's a shame. I tried Tinted Lens like Betticus talked about and while I miss the inital power versus neutral targets like Zapdos & Tusk being able to just nonchalantly click SD and OHKO Gholds and Corvs is really nice. Most of my teams are a little wonky as mentioned earlier but I'll post them anyways and if some bored soul wanna critique them then I'd be happy to listen :)

:garchomp: :scream tail: :manaphy: :sinistcha: :cinderace: :zamazenta:
:great tusk: :roaring moon: :deoxys-speed: :primarina: :gholdengo: :garchomp:

 
Sooooo I lied. I’m glad Betti used the utility chomp because when I actually sat down to team build I could not figure out how to fit this guy on a utility slot. This may be due to my limitations as a teambuilder, as I have found myself struggling quite a bit with defensive mons that do not provide pivoting and/or easy options to reposition. I initially tried running Tinted alongside a Deo-S hazard lead and some other stuff but eventually settled on this:

:Corviknight::Garchomp::Zapdos::Zamazenta::Swampert::Latios:
Corviknight @ Rocky Helmet
Ability: Fluffy
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- U-turn
- Roost
- Defog

Garchomp @ Loaded Dice
Ability: Adaptability
Tera Type: Dragon
EVs: 24 HP / 176 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot
- Earthquake
- Fire Fang
- Swords Dance

Zapdos @ Heavy-Duty Boots
Ability: No Guard
Tera Type: Electric
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Zap Cannon
- Hurricane
- Roost

Zamazenta @ Choice Band
Ability: Sword of Ruin
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Heavy Slam

Swampert @ Assault Vest
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Knock Off
- Earthquake
- Mirror Coat

Latios (M) @ Choice Scarf
Ability: Hadron Engine
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flip Turn
- Luster Purge
- Draco Meteor
- Thunderbolt
Adaptability is just generally strong and while I considered Ruin I feel like Zama is just a better user of that. Unfortunately the team feels like 5 annoying mons+ the occasional Chomp especially when No Guard Zap is just throwing hands(wings?). I’m near 1400s and the 2 wins I did get against higher ranked players are ones where Chomp did not do much of anything.
https://replay.pokemonshowdown.com/gen9almostanyability-2452165098-2godd7wjcobquqepdxr7djds7p1rk2tpw
https://replay.pokemonshowdown.com/gen9almostanyability-2452218374


I’m more interested in what others have to say because I feel like there’s something I’m not quite getting when it comes to Chomp but I believe this is a half-decent team that can utilise Chomp decently. Would also love some more inputs on how Chomp can be used as utility!
 
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