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SD Life Orb Garchomp

garchomp.gif

QC: p2, TDK, Finchinator [3/3]
GP: P Squared, The Dutch Plumberjack [2/2]


[SET]
name: Swords Dance + Life Orb
move 1: Swords Dance
move 2: Dragon Claw / Outrage
move 3: Earthquake
move 4: Fire Fang
item: Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

Moves
========

Swords Dance boosts Garchomp's Attack greatly, which allows it to muscle through nearly every would-be defensive check barring a few Pokemon with the Unaware ability. Dragon Claw is Garchomp's go-to STAB move that hits everything for neutral damage save for Fairies and Steel-types. At the cost of locking Garchomp in for two to three turns, Outrage can be used over Dragon Claw for its significant extra power; for example, it typically 2HKOes defensive Unaware Quagsire—something Garchomp will otherwise struggle to break from full HP. Earthquake targets most grounded Pokemon, particularly Steel-types and Fairies, as well as anything hit for super effective damage. Fire Fang lets Garchomp easily break through Skarmory after a boost or two (depending on the Skarmory variant), as well as more efficiently deal with Mega Scizor and Ferrothorn. Should one want to opt for a means of targeting bulky Ground-types (defensive Landorus-T, Hippowdon, and Gliscor, in this instance) over Fire Fang, Aqua Tail can be run in its place. It is worth noting that the combination of Aqua Tail and Outrage is largely redundant, as Outrage with Swords Dance boosts will typically allow Garchomp to beat the aforementioned bulky Ground-types.

Set Details
========

Maximum Attack investment bolsters Garchomp's wallbreaking potential, meaning it can make more effective use of Swords Dance boosts. The remaining EVs are allocated in Speed, which enables it to outpace base 100 Speed Pokemon and tie with opposing fully invested Garchomps when using a Jolly nature. An Adamant nature is worth considering to further boost its power, but the luxury of outspeeding the aforementioned Pokemon is often too good to pass up. Since this Garchomp variant cannot afford the cost of move-locking due to a Choice item, Life Orb is used to further increase its breaking capabilities while still being able to set up using Swords Dance. While often inconsequential, running Rough Skin as Garchomp's ability means that any contact move used on it will be met with slight recoil.

Usage Tips
========

This particular offensive Garchomp set is best used in certain fashions on a case-by-case basis; when Garchomp clearly faces too many offensive countermeasures, it is best used as an early- to mid-game wallbreaker, but it can also serve as a crucial wincon versus more defensive teams that lack clear-cut stops to +2 boosted attacks. Ideally, Garchomp should be supported by some sort of slow U-turn or Volt Switch pivot backbone that allows it to be brought in with minimal wear. This is especially significant given that Garchomp is susceptible to all forms of entry hazards and is constantly being worn down by Life Orb recoil. One should avoid switching Garchomp into moves such as Heatran's Lava Plume, as while probability gives it a seventy-percent chance to avoid the burn, burns mitigate its wallbreaking potential drastically. Finally, aim to use Swords Dance when Garchomp clearly threatens the foe in front of it—most often by potentially OHKOing it.

Team Options
========

When teambuilding, one should prioritize pairing this Garchomp with Pokemon that appreciate certain key defensive threats being weakened for their sweeps; Talonflame, Mega Lopunny, Mega Scizor, offensive Landorus-T, and Mega Metagross greatly enjoy the dents this variant of Garchomp leaves in their defensive roadblocks. Key defensive answers that Garchomp attracts are Clefable, bulky Ground-types, and bulky Water-types, so virtually anything that dislikes the presence of those Pokemon will make for optimal partners. Entry hazard support is greatly preferred, as hazards provide a means of further weakening Garchomp's defensive checks. Stealth Rock Jirachi, Stealth Rock or Spikes Ferrothorn, and Stealth Rock Heatran all make for notable partners due to their ability to handle certain Fairies that pose a threat. Slow U-turn and Volt Switch support complements this set nicely; Rotom-W, especially defensive pivot Jirachi, and Landorus-T can all provide said support well. Due to the fact that this set has few commonly found defensive counters, it will commonly be dealt with offensively via revenge killing, so defensive coverage versus notable Garchomp revenge killers such as Weavile, Latios, Choice Specs Keldeo, Ice Punch Mega Lopunny, and Mega Diancie is ideal. Clefable is capable of handling Weavile (typically), Latios, and Mega Lopunny, while Amoonguss, Mega Venusaur, and Assault Vest Tangrowth can switch in on Choice Specs Keldeo and Mega Diancie. Since this variant of Garchomp is primarily a balance breaker of sorts, it lacks the tools to adequately deal with more offensive teams due to its relatively mediocre speed. An offense breaker or revenge killer that synergizes well with Garchomp makes for a solid teammate. Some examples are Mega Lopunny, Weavile, and Choice Scarf Landorus-T.
 
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252/4/252 > 8hp / 248 atk / 252 spe for lo number, they're accepted in analyses unlike things like speed creep.

in moves and stuff, just go into detail about these kind of things and give examples, like eq hits things that resist/immune to dclaw like steels and clef.

otherwise good shit 1/3
 
252/4/252 > 8hp / 248 atk / 252 spe for lo number, they're accepted in analyses unlike things like speed creep.

in moves and stuff, just go into detail about these kind of things and give examples, like eq hits things that resist/immune to dclaw like steels and clef.

otherwise good shit 1/3
Hootie and I disagree with the LO number; Chomp dies in 11 turns after continually attacking regardless of +8HP EVs and the damage taken from LO is the exact same.
 
After some discussion among the QC last night, there was a little debate over if Outrage should get a backslash or just a mention in the comments. Some dudes were in favor of the former while some were in favor of the latter, but seeing as it did have some merits (i.e: getting rid of Rotom-W, Slowbro (with SR), and Gliscor after a boost, doing more to Hippowdon and Landorus-T in general, killing Torn-T w/out a boost, and simply higher damage output) that made it distinct from Dragon Claw, I suppose it can stay as is seeing as we never reached a general consensus. Dragon Claw should certainly remain the first slash, however, as the point of this set predominantly is to abuse the coverage (i.e: +2 Fire Fang to get rid of a Mega Scizor and Ferrothorn while significantly damaging Skarmory) and function as a defensive core-breaker of sorts which it cannot do to the same extent if it must lock into Outrage as then Clef (or any fairy for that matter) or Skarm (although +2 Outrage can 2HKO it depending upon spread and circumstances) can, more or less, dispose of it or phase it out. Essentially, what I'm trying to say is that Dragon Claw is ideal more often than not because it doesn't force Garchomp to lock into anything and, therefore, it lets it break cores with Skarmory or Clefable, but if you're using Garchomp solely for damage output and not for hole opening against bulkier teams, then Outrage has enough merit that it can be backslashed. Perhaps this general point can be tl;dr'd into a bullet, as well, but it doesn't matter too much as long as the current move order remains - so the set itself is fine, good work.

Might be worth adding a mention of the prospect of using Adamant nature, btw. It was brought up last night during the discussion we had and there is a legitimate upside in terms of the increased damage output while it doesn't compromise a ton in the speed tier (don't backslash it as +speed Chomp is the main, often best Chomp when it comes to all offensive variants, but noting the prospect of it in the comments is the way to go).

Debating whether adding a comment about the potential for Aqua Tail to be used as coverage or if it's not worth it - I just asked other QC, but not many people are on, so I'll leave that up to your own judgement, but it couldn't hurt as long as you stress the importance of Fire Fang normally to hit M-Sciz/Ferro/Skarm and note that Aqua Tail is really only for Lando-T, Hippo, Gliscor (if you're using DClaw), Torn-T (if you're running Outrage and don't wanna lock in bc +2 kills it from 100% always), etc. -- probably not worth adding seeing how uncommon Hippo is nowadays, but again it's up to you.

Rest is good - great job!

3/3
 
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After some discussion among the QC last night, there was a little debate over if Outrage should get a backslash or just a mention in the comments. Some dudes were in favor of the former while some were in favor of the latter, but seeing as it did have some merits (i.e: getting rid of Rotom-W, Slowbro (with SR), and Gliscor after a boost, doing more to Hippowdon and Landorus-T in general, killing Torn-T w/out a boost, and simply higher damage output) that made it distinct from Dragon Claw, I suppose it can stay as is seeing as we never reached a general consensus. Dragon Claw should certainly remain the first slash, however, as the point of this set predominantly is to abuse the coverage (i.e: +2 Fire Fang to get rid of a Mega Scizor and Ferrothorn while significantly damaging Skarmory) and function as a defensive core-breaker of sorts which it cannot do to the same extent if it must lock into Outrage as then Clef (or any fairy for that matter) or Skarm (although +2 Outrage can 2HKO it depending upon spread and circumstances) can, more or less, dispose of it or phase it out. Essentially, what I'm trying to say is that Dragon Claw is ideal more often than not because it doesn't force Garchomp to lock into anything and, therefore, it lets it break cores with Skarmory or Clefable, but if you're using Garchomp solely for damage output and not for hole opening against bulkier teams, then Outrage has enough merit that it can be backslashed. Perhaps this general point can be tl;dr'd into a bullet, as well, but it doesn't matter too much as long as the current move order remains - so the set itself is fine, good work.

Might be worth adding a mention of the prospect of using Adamant nature, btw. It was brought up last night during the discussion we had and there is a legitimate upside in terms of the increased damage output while it doesn't compromise a ton in the speed tier (don't backslash it as +speed Chomp is the main, often best Chomp when it comes to all offensive variants, but noting the prospect of it in the comments is the way to go).

Debating whether adding a comment about the potential for Aqua Tail to be used as coverage or if it's not worth it - I just asked other QC, but not many people are on, so I'll leave that up to your own judgement, but it couldn't hurt as long as you stress the importance of Fire Fang normally to hit M-Sciz/Ferro/Skarm and note that Aqua Tail is really only for Lando-T, Hippo, Gliscor (if you're using DClaw), Torn-T (if you're running Outrage and don't wanna lock in bc +2 kills it from 100% always), etc. -- probably not worth adding seeing how uncommon Hippo is nowadays, but again it's up to you.

Rest is good - great job!

3/3
Thanks for the input, Finch, but can't I only get the 3rd QC check after my analysis has been written?

I'll update the analysis with the points you made in the meantime.
 
Thanks for the input, Finch, but can't I only get the 3rd QC check after my analysis has been written?

I'll update the analysis with the points you made in the meantime.
Oops I'm new to this I apologize if this is the case - go update and write it as per normal and then I'll 3/3 ya haha, good work man and sorry about that
 
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props, you write really well
GP 1/2
[SET]
name: Swords Dance + Life Orb
move 1: Swords Dance
move 2: Dragon Claw / Outrage
move 3: Earthquake
move 4: Fire Fang
item: Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

Moves
========

Swords Dance boosts Garchomp's Attack greatly, which allows it to muscle through nearly every would-be defensive check barring a few Pokemon with the Unaware ability. Dragon Claw is Garchomp's go-to STAB move that hits everything for neutral damage save for Fairies and Steel-types. At the cost of locking Garchomp in for two to three turns, Outrage can be used over Dragon Claw for its significant extra power; for example, Outrage typically 2HKOes defensive Unaware Quagsire—something it will otherwise struggle to break from full HP. Serving as the obligatory Ground-type STAB move, (grammatically pleasant but otherwise fluff, people should know that already) Earthquake targets most grounded Pokemon, non-Flying-type and non-levitating Steel-types, (AC) and Fairies, (I think a cleaner way to say this is just "most grounded Pokemon, particularly Steel-types and Fairies, as well as..."? since they fall under the grounded Pokemon category) as well as anything hit for super effective damage. Lastly, Fire Fang lets Garchomp easily break through Skarmory after a boost or two (depending on the Skarmory variant), as well as more efficiently deal with Mega Scizor and Ferrothorn. Should one want to opt for a means of targeting bulky Ground-types (defensive Landorus-T, Hippowdon, and Gliscor, in this instance) over Fire Fang, Aqua Tail can be run in its place. It is worth noting that the combination of Aqua Tail and Outrage is largely redundant, as Outrage with Swords Dance boosts will typically allow Garchomp to beat the aforementioned bulky Ground-types.

Set Details
========

Maximum Attack investment bolsters Garchomp's wallbreaking potential, meaning it can make more effective use of Swords Dance boosts. The remaining EVs are allocated in Speed, which enables it to outpace base 100 Speed Pokemon and tie with opposing fully speed invested Garchomps when using a Jolly nature. An Adamant nature is worth considering to further boost its power, but the luxury of outspeeding the aforementioned Pokemon is often too good to pass up. Since this Garchomp variant cannot afford the cost of move-locking due to a Choice item, Life Orb is used to further increase its breaking capabilities while still being able to set up using Swords Dance. While often inconsequential, running Rough Skin as Garchomp's ability means that any physically-contacting move used on it will be met with slight recoil.

Usage Tips
========

This particular offensive Garchomp set is best used in certain fashions on a case-by-case basis; when Garchomp clearly faces too many offensive countermeasures, it is best used as an early- to mid-game wallbreaker, but it can also serve as a crucial wincon versus more defensive teams that lack clear-cut stops to +2 boosted attacks. Ideally, Garchomp should be supported by some sort of slow U-turn or Volt Switch pivot backbone that allows it to be brought in with minimal wear. This is especially significant given that Garchomp is susceptible to all forms of entry hazards and is constantly being worn down by Life Orb recoil. One should avoid switching Garchomp into moves such as Heatran's Lava Plume, as while probability gives it a seventy-percent chance to avoid the burn chance, burns mitigate its wallbreaking potential drastically. Finally, aim to use Swords Dance when Garchomp clearly threatens the foe in front of it—most often by potentially OHKOing it.

Team Options
========

When teambuilding, one should prioritize pairing this Garchomp with Pokemon that appreciate certain key defensive threats being weakened for their sweeps; Talonflame, Mega Lopunny, Mega Scizor, offensive Landorus-T, and Mega Metagross greatly enjoy the dents this variant of Garchomp leaves in their defensive roadblocks. Key defensive answers that Garchomp attract are Clefable, bulky Ground-types, and bulky Water-types, so virtually anything that dislikes the presence of those Pokemon will make for optimal partners. Entry hazard support is greatly preferred, as hazards provide a means of further weakening Garchomp's defensive checks. Stealth Rock Jirachi, Stealth Rock or Spikes Ferrothorn, and Stealth Rock Heatran all make for notable partners due to their ability to handle certain Fairies that pose a threat. Slow U-turn and Volt Switch support, as previously mentioned, complements this set nicely; Rotom-W, specially defensive pivot Jirachi, and Landorus-T can all provide said support well. Due to the fact that this set has few splashable (this term is not allowed in analyses D: can you think of a way to rephrase this) defensive counters, it will commonly be dealt with offensively via revenge killing, so defensive coverage versus notable Garchomp revenge killers such as Weavile, Latios, Choice Specs Keldeo, Ice Punch Lopunny, and Mega Diancie is ideal. Clefable is capable of handling Weavile (typically), Latios, and Lopunny, while Amoonguss, Mega Venusaur, and Assault Vest Tangrowth can switch in on Choice Specs Keldeo and Mega Diancie. Since this variant of Garchomp is primarily a balance breaker of sorts, it lacks the tools to adequately deal with more offensive teams due to its relatively mediocre speed. An offense breaker or revenge killer that synergizes well with Garchomp makes for a solid teammate. Some examples are Mega Lopunny, Weavile, and Choice Scarf Landorus-T.
 
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kVLLx3K.gif


remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[SET]
name: Swords Dance + Life Orb
move 1: Swords Dance
move 2: Dragon Claw / Outrage
move 3: Earthquake
move 4: Fire Fang
item: Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

Moves
========

Swords Dance boosts Garchomp's Attack greatly, which allows it to muscle through nearly every would-be defensive check barring a few Pokemon with the Unaware ability. Dragon Claw is Garchomp's go-to STAB move that hits everything for neutral damage save for Fairies and Steel-types. At the cost of locking Garchomp in for two to three turns, Outrage can be used over Dragon Claw for its significant extra power; for example, Outrage it typically 2HKOes defensive Unaware Quagsire—something it Garchomp will otherwise struggle to break from full HP. Earthquake targets most grounded Pokemon, particularly Steel-types and Fairies, as well as anything hit for super effective damage. Fire Fang lets Garchomp easily break through Skarmory after a boost or two (depending on the Skarmory variant), as well as more efficiently deal with Mega Scizor and Ferrothorn. Should one want to opt for a means of targeting bulky Ground-types (defensive Landorus-T, Hippowdon, and Gliscor, in this instance) over Fire Fang, Aqua Tail can be run in its place. It is worth noting that the combination of Aqua Tail and Outrage is largely redundant, as Outrage with Swords Dance boosts will typically allow Garchomp to beat the aforementioned bulky Ground-types.

Set Details
========

Maximum Attack investment bolsters Garchomp's wallbreaking potential, meaning it can make more effective use of Swords Dance boosts. The remaining EVs are allocated in Speed, which enables it to outpace base 100 Speed Pokemon and tie with opposing fully invested Garchomps when using a Jolly nature. An Adamant nature is worth considering to further boost its power, but the luxury of outspeeding the aforementioned Pokemon is often too good to pass up. Since this Garchomp variant cannot afford the cost of move-locking due to a Choice item, Life Orb is used to further increase its breaking capabilities while still being able to set up using Swords Dance. While often inconsequential, running Rough Skin as Garchomp's ability means that any contact move used on it will be met with slight recoil.

Usage Tips
========

This particular offensive Garchomp set is best used in certain fashions on a case-by-case basis; when Garchomp clearly faces too many offensive countermeasures, it is best used as an early- to mid-game wallbreaker, but it can also serve as a crucial wincon versus more defensive teams that lack clear-cut stops to +2 boosted attacks. Ideally, Garchomp should be supported by some sort of slow U-turn or Volt Switch pivot backbone that allows it to be brought in with minimal wear. This is especially significant given that Garchomp is susceptible to all forms of entry hazards and is constantly being worn down by Life Orb recoil. One should avoid switching Garchomp into moves such as Heatran's Lava Plume, as while probability gives it a seventy-percent chance to avoid the burn, burns mitigate its wallbreaking potential drastically. Finally, aim to use Swords Dance when Garchomp clearly threatens the foe in front of it—most often by potentially OHKOing it.

Team Options
========

When teambuilding, one should prioritize pairing this Garchomp with Pokemon that appreciate certain key defensive threats being weakened for their sweeps; Talonflame, Mega Lopunny, Mega Scizor, offensive Landorus-T, and Mega Metagross greatly enjoy the dents this variant of Garchomp leaves in their defensive roadblocks. Key defensive answers that Garchomp attract attracts are Clefable, bulky Ground-types, and bulky Water-types, so virtually anything that dislikes the presence of those Pokemon will make for optimal partners. Entry hazard support is greatly preferred, as hazards provide a means of further weakening Garchomp's defensive checks. Stealth Rock Jirachi, Stealth Rock or Spikes Ferrothorn, and Stealth Rock Heatran all make for notable partners due to their ability to handle certain Fairies that pose a threat. Slow U-turn and Volt Switch support (RC) complements this set nicely; Rotom-W, specially defensive pivot Jirachi, and Landorus-T can all provide said support well. Due to the fact that this set has few commonly found defensive counters, it will commonly be dealt with offensively via revenge killing, so defensive coverage versus notable Garchomp revenge killers such as Weavile, Latios, Choice Specs Keldeo, Ice Punch Mega Lopunny, and Mega Diancie is ideal. Clefable is capable of handling Weavile (typically), Latios, and Mega Lopunny, while Amoonguss, Mega Venusaur, and Assault Vest Tangrowth can switch in on Choice Specs Keldeo and Mega Diancie. Since this variant of Garchomp is primarily a balance breaker of sorts, it lacks the tools to adequately deal with more offensive teams due to its relatively mediocre speed. An offense breaker or revenge killer that synergizes well with Garchomp makes for a solid teammate. Some examples are Mega Lopunny, Weavile, and Choice Scarf Landorus-T.
 
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