OU TankChomp [Done]

Boomenheimer

formerly 2020 idm boomer
is a Tiering Contributor
[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Fire Blast / Roar / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
=========
Stealth Rock enables Garchomp to pressure teams by punishing switches and accumulating chip damage. Earthquake hits most of the metagame for neutral damage while threatening key targets like Magearna, Heatran, and Toxapex. With Garchomp's attacks handling Poison- and Steel-types, Toxic is an excellent option for crippling bulky switch-ins like Landorus-T, Zapdos, Tapu Bulu, and Rotom-W. Fire Blast punishes Steel-types unthreatened by Earthquake, such as Skarmory and Ferrothorn, that can otherwise set entry hazards against Garchomp as well as Kartana and Mega Scizor, which can remove hazards and otherwise even turn Garchomp into setup fodder. Alternatively, Flamethrower offers better accuracy but lacks the power to 2HKO Skarmory after Stealth Rock damage. Roar and Dragon Tail synergize well with Stealth Rock to accumulate additional chip damage. Roar is the more consistent of the two with its ability to phaze out common foes behind a Substitute, such as Hawlucha, Gyarados, Volcarona, and Serperior, but the chip damage that Dragon Tail is able to dish is nevertheless appreciated.

Set Details
========
Garchomp is a powerful disruptor of VoltTurn strategies, leveraging its Electric immunity and the combined effects of Rough Skin and Rocky Helmet to punish contact attackers for 30% of their health. Maximum Speed investment allows Garchomp to Speed tie with opposing Garchomp and outspeed up to base 100 Speed threats, such as Tapu Lele, Kyurem-B, and Mega Medicham, ensuring it can hit first to take a chunk out of them or finish them off. Alternatively, a bulkier spread of 252 HP / 176 Def / 80 Spe with a Jolly nature enhances Garchomp’s ability to check threats like Kartana and common pivots like Landorus-T and Mega Scizor while maintaining the Speed to outspeed base 80 Speed threats, including Choice Band Hoopa-U.

Usage Tips
========

Garchomp excels at pivoting into physical threats, particularly U-turn from Landorus-T and Victini, and weak priority moves like Fake Out and Quick Attack from Mega Medicham and Mega Lopunny to accumulate contact chip damage. It should set up Stealth Rock against foes it forces out, such as Choice-locked Tapu Koko, Heatran, and Magnezone. With the Toxic set, avoid aggressive predictions, as Garchomp already effectively lures and punishes common checks with ease. When using the Dragon Tail variant, frequently phaze foes to rack up chip damage and disrupt their momentum.

Team Options
========

Tank Garchomp fits best on bulky offense teams that benefit from its role compression and ability to accumulate the required chip damage to put foes in revenge kill range for its teammates. Magearna's resistances and immunities patch up Garchomp's weaknesses to Fairy-, Ice-, and Dragon-type moves, making it an ideal partner. In return, Garchomp provides a check to Fire-types like Heatran, Volcarona, and Victini thanks to its Fire resistance and Stealth Rock. Garchomp also benefits from Ferrothorn, whose Fairy resistance and Spikes create a strong entry hazard-stacking core, amplifying Garchomp's phazing and hazard damage potential. With Garchomp taking up the defensive Ground-type slot that traditionally goes to the additionally Ground-immune Landorus-T and Gliscor, Rotom-W makes for a solid partner by accommodating for Garchomp's lack of a Ground immunity and ability to pivot.

[SET CREDITS]
Written by:
https://www.https//www.smogon.com/forums/members/boomenheimer.385157/
Quality checked by:
https://www.smogon.com/forums/members/zinnias.569291/
https://www.smogon.com/forums/members/skypenguin.462413/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
 
Last edited:
[SET]
name: TankChomp
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Blast
move 4: Toxic / Dragon Tail

move 3: Toxic
move 4: Roar / Fire Blast ( / Dragon Tail)

item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
=========
Toxic is indispensable imo; lando-t, zap, and HO mons (zard, gyara, etc)
Dtail doesn't get used in sm but you can mention it for the chip — roar is a lot more consistent for Sub Lucha/Gyara/Volc/Serp

Stealth Rock enables Garchomp to pressure opposing teams by punishing switches and accumulating chip damage. Earthquake serves as its primary STAB move, hitting most of the metagame for neutral damage while threatening key targets like Magearna, Heatran, and Toxapex. Fire Blast punishes Steel-types immune to Earthquake, such as Skarmory, Ferrothorn, and Mega Scizor, preventing them from setting hazards or setting up. Alternatively, Flamethrower offers better accuracy but lacks the power to 2HKO Skarmory after Stealth Rock. also mention immediate KO vs kart, who can otherwise SD/defog while threatening z With its coverage handling Poison and Steel-types, Toxic is an excellent option for crippling bulky switch-ins like Tapu Bulu, Tornadus-T, and Rotom-W that resist its other moves. Dragon Tail is another utility option, allowing Garchomp to phaze foes and accumulate additional chip damage.

Set Details
========
Garchomp is a powerful disruptor of VoltTurn strategies, leveraging its Electric immunity and the combined effects of Rough Skin and Rocky Helmet to punish contact moves with up to 30% damage to the attacker. Max Speed investment allows Garchomp to speed tie with opposing Dragonium Z variants and outspeed key threats in the base 95–100 Speed range, such as Tapu Lele, Kyurem-Black, and Mega Medicham, ensuring it can reliably set up Stealth Rock. Alternatively, a bulkier spread of 252 HP / 176 Def / 80 Spe with a Jolly nature enhances Garchomp’s ability to check threats like Kartana and common pivots like Landorus-T and Tornadus-T, while maintaining the speed to outspeed base 80 threats, including Choice Band Hoopa-U.

Usage Tips
========

Garchomp excels at pivoting into physical threats, particularly weak priority moves like Fake Out and Quick Attack from Mega Medicham and Mega Lopunny, to accumulate contact chip damage. also coming in on uturn vs lando/sciz/(victini) It should set up Stealth Rock against foes it forces out, such as choice-locked Tapu Koko, Heatran, and Magnezone. With the Toxic set, avoid aggressive predictions, as it effectively lures and punishes common checks with ease. When using the Dragon Tail variant, frequently phaze opponents to rack up chip damage and disrupt their momentum.

Team Options
========

Magearna's resistances and immunities complement Garchomp's weaknesses to Fairy, Ice, and Dragon moves, making it an ideal partner. In return, Garchomp provides a soft check to Fire-types like Heatran, Volcarona, and Victini, thanks to its Fire resistance and ability to set up Stealth Rock. Garchomp also benefits from Ferrothorn and Toxapex tankchomp should only be used on offense/BO who need the role compression, since it's meant to trade its HP defensively rather than sticking around, whose Fairy-type resistance and access to Spikes and Toxic Spikes create a strong hazard-stacking core, amplifying Garchomp's phazing and hazard damage potential. On Grassy Terrain teams, Garchomp can drop Earthquake for Stomping Tantrum, avoiding the terrain's damage reduction while still functioning as a bulky Ground-type pivot. Notably, a boosted Stomping Tantrum allows Garchomp to OHKO Toxapex and Assault Vest Magearna after Stealth Rock damage.
can mention rotom-w if you want - it gets used a fair amount in conjunction w tankchomp, helps vs opposing ground types since we're forgoing lando/gliscor with our choice of defensive ground

[SET CREDITS]
Written by:
https://www.https//www.smogon.com/forums/members/boomenheimer.385157/
Quality checked by:
https://www.smogon.com/forums/members/user2.102/
Grammar checked by:
https://www.smogon.com/forums/members/user3.103/

qc 1/2

sorry :0
 
Last edited:
implement this one first and then skype's on top and its 2/2, i did try to reserve ;-;
[SET]
name: TankChomp
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Blast
move 4: Toxic / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
=========
Stealth Rock enables Garchomp to pressure opposing teams by punishing switches and accumulating chip damage. Earthquake serves as its Garchomp's primary STAB move, hitting most of the metagame for neutral damage while threatening key targets like Magearna, Heatran, and Toxapex. Fire Blast punishes Steel-types immune unthreatened by to Earthquake, such as Skarmory, Ferrothorn, Kartana, and Mega Scizor, preventing them from setting entry hazards or setting boosting (thought it looked better since setting was alr said) up. Alternatively, Flamethrower offers better accuracy but lacks the power to 2HKO Skarmory after Stealth Rock. With its Garchomp's coverage attacks (its a mix of stab and coverage) handling Poison- (AH) and Steel-types, Toxic is an excellent option for crippling bulky switch-ins like Tapu Bulu, Tornadus-T, and Rotom-W that resist its other moves. Dragon Tail is another utility option, allowing Garchomp to phaze foes and synergizing with Stealth Rock to accumulate additional chip damage.

Set Details
========
Garchomp is a powerful disruptor of VoltTurn strategies, leveraging its Electric immunity and the combined effects of Rough Skin and Rocky Helmet to punish contact attackers for moves with up to 30% of their health damage to the attacker this section is hard to word. Maximum Speed investment allows Garchomp to speed Speed tie with opposing Dragonium Z variants Garchomp and outspeed key threats in the base 95–100 Speed range, such as Tapu Lele, Kyurem-Black, and Mega Medicham, ensuring it can hit first to take a chunk out of them or finish them off reliably set up Stealth Rock getting rocks is not reliable vs these mons. Alternatively, a bulkier spread of 252 HP / 176 Def / 80 Spe with a Jolly nature enhances Garchomp’s Garchomp's ability to check threats like Kartana and common pivots like Landorus-T and Tornadus-T Mega Scizor, while maintaining the speed Speed to outspeed base 80 threats, including Choice Band Hoopa-U.

Usage Tips
========

Garchomp excels at pivoting into physical threats, particularly U-turn from Landorus-T and Victini and weak priority moves like Fake Out and Quick Attack from Mega Medicham and Mega Lopunny, to accumulate contact chip damage. It should set up Stealth Rock against foes it forces out, such as choice Choice-locked Tapu Koko, Heatran, and Magnezone. With the Toxic set, avoid aggressive predictions, as it already effectively lures and punishes common checks with ease. When using the Dragon Tail variant, frequently phaze opponents foes to rack up chip damage and disrupt their momentum.

Team Options
========

normally like to start these sections with a sentence about the archetypes that this set fits on. Magearna's resistances and immunities complement patch up Garchomp's weaknesses to Fairy-, (AH) Ice-, (AH) and Dragon-type moves, making it an ideal partner. In return, Garchomp provides a soft check to Fire-types like Heatran, Volcarona, and Victini, thanks to its Fire resistance and ability to set up Stealth Rock. Garchomp also benefits from Ferrothorn and Toxapex, whose Fairy-type resistance and access to Spikes and Toxic Spikes create a strong hazard-stacking core, amplifying Garchomp's phazing and hazard damage potential. On Grassy Terrain teams, Garchomp can drop Earthquake for Stomping Tantrum, avoiding the terrain's damage reduction while still functioning as a bulky Ground-type pivot. Notably, a boosted Stomping Tantrum allows Garchomp to OHKO Toxapex and Assault Vest Magearna after Stealth Rock damage. this wouldnt be included here, it would be in the other options section of garchomp as a whole which maktyum is doing

[SET CREDITS]
Written by:
https://www.https//www.smogon.com/forums/members/boomenheimer.385157/
Quality checked by:
https://www.smogon.com/forums/members/user2.102/
Grammar checked by:
https://www.smogon.com/forums/members/user3.103/
 
Implemented Zinnias' check.

[SET]
name: TankChomp
move 1: Stealth Rock
move 2: Earthquake
move 3: Fire Blast
move 4: Toxic / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
=========
Stealth Rock enables Garchomp to pressure opposing teams by punishing switches and accumulating chip damage. Earthquake serves as Garchomp's primary STAB move, hitting most of the metagame for neutral damage while threatening key targets like Magearna, Heatran, and Toxapex. Fire Blast punishes Steel-types unthreatened by Earthquake, such as Skarmory, Ferrothorn, Kartana, and Mega Scizor, preventing them from setting entry hazards or boosting. Alternatively, Flamethrower offers better accuracy but lacks the power to 2HKO Skarmory after Stealth Rock. With Garchomp's attacks handling Poison- and Steel-types, Toxic is an excellent option for crippling bulky switch-ins like Tapu Bulu, Tornadus-T, and Rotom-W that resist its other moves. Dragon Tail is another utility option, allowing Garchomp to phaze foes and synergizing with Stealth Rock to accumulate additional chip damage.

Set Details
========
Garchomp is a powerful disruptor of VoltTurn strategies, leveraging its Electric immunity and the combined effects of Rough Skin and Rocky Helmet to punish contact attackers for up to 30% of their health. Maximum Speed investment allows Garchomp to Speed tie with opposing Garchomp and outspeed key threats in the base 95–100 Speed range, such as Tapu Lele, Kyurem-B, and Mega Medicham, ensuring it can hit first to take a chunk out of them or finish them off. Alternatively, a bulkier spread of 252 HP / 176 Def / 80 Spe with a Jolly nature enhances Garchomp’s ability to check threats like Kartana and common pivots like Landorus-T and Mega Scizor, while maintaining the Speed to outspeed base 80 threats, including Choice Band Hoopa-U.

Usage Tips
========

Garchomp excels at pivoting into physical threats, particularly U-turn from Landorus-T and Victini, and weak priority moves like Fake Out and Quick Attack from Mega Medicham and Mega Lopunny, to accumulate contact chip damage. It should set up Stealth Rock against foes it forces out, such as Choice-locked Tapu Koko, Heatran, and Magnezone. With the Toxic set, avoid aggressive predictions, as it already effectively lures and punishes common checks with ease. When using the Dragon Tail variant, frequently phaze foes to rack up chip damage and disrupt their momentum.

Team Options
========

Magearna's resistances and immunities patch up Garchomp's weaknesses to Fairy-, Ice-, and Dragon-type moves, making it an ideal partner. In return, Garchomp provides a soft check to Fire-types like Heatran, Volcarona, and Victini, thanks to its Fire resistance and ability to set up Stealth Rock. Garchomp also benefits from Ferrothorn and Toxapex, whose Fairy-type resistance and access to Spikes and Toxic Spikes create a strong hazard-stacking core, amplifying Garchomp's phazing and hazard damage potential.

[SET CREDITS]
Written by:
https://www.https//www.smogon.com/forums/members/boomenheimer.385157/
Quality checked by:
https://www.smogon.com/forums/members/zinnias.569291/
Grammar checked by:
https://www.smogon.com/forums/members/user3.103/
 
Implemented Skype's check.

[SET]
name: TankChomp
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Fire Blast / Roar / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
=========
Stealth Rock enables Garchomp to pressure opposing teams by punishing switches and accumulating chip damage. Earthquake serves as Garchomp's primary STAB move, hitting most of the metagame for neutral damage while threatening key targets like Magearna, Heatran, and Toxapex. With Garchomp's attacks handling Poison- and Steel-types, Toxic is an excellent option for crippling bulky switch-ins like Landorus-T, Zapdos, Tapu Bulu, and Rotom-W that resist its other moves. Fire Blast punishes Steel-types unthreatened by Earthquake, such as Skarmory and Ferrothorn who can otherwise set entry hazards against Garchomp, as well as Kartana and Mega Scizor who can remove hazards and even turn Garchomp into setup fodder. Alternatively, Flamethrower offers better accuracy but lacks the power to 2HKO Skarmory after Stealth Rock. Roar and Dragon Tail are both phazing options that synergize well with Stealth Rock to accumulate additional chip damage. Roar is the more consistent of the two with its ability to phaze out common foes behind a Substitute, such as Hawlucha, Gyarados, Volcarona, and Serperior, but the chip that Dragon Tail is able to dish is appreciated nevertheless.

Set Details
========
Garchomp is a powerful disruptor of VoltTurn strategies, leveraging its Electric immunity and the combined effects of Rough Skin and Rocky Helmet to punish contact attackers for up to 30% of their health. Maximum Speed investment allows Garchomp to Speed tie with opposing Garchomp and outspeed key threats in the base 95–100 Speed range, such as Tapu Lele, Kyurem-B, and Mega Medicham, ensuring it can hit first to take a chunk out of them or finish them off. Alternatively, a bulkier spread of 252 HP / 176 Def / 80 Spe with a Jolly nature enhances Garchomp’s ability to check threats like Kartana and common pivots like Landorus-T and Mega Scizor, while maintaining the Speed to outspeed base 80 threats, including Choice Band Hoopa-U.

Usage Tips
========

Garchomp excels at pivoting into physical threats, particularly U-turn from Landorus-T and Victini, and weak priority moves like Fake Out and Quick Attack from Mega Medicham and Mega Lopunny, to accumulate contact chip damage. It should set up Stealth Rock against foes it forces out, such as Choice-locked Tapu Koko, Heatran, and Magnezone. With the Toxic set, avoid aggressive predictions, as it already effectively lures and punishes common checks with ease. When using the Dragon Tail variant, frequently phaze foes to rack up chip damage and disrupt their momentum.

Team Options
========

TankChomp fits best on bulky offenses that benefit from its role compression and ability to accumulate the required chip to put foes in revenge kill range for its teammates. Magearna's resistances and immunities patch up Garchomp's weaknesses to Fairy-, Ice-, and Dragon-type moves, making it an ideal partner. In return, Garchomp provides a check to Fire-types like Heatran, Volcarona, and Victini, thanks to its Fire resistance and ability to set up Stealth Rock. Garchomp also benefits from Ferrothorn, whose Fairy-type resistance and access to Spikes create a strong hazard-stacking core, amplifying Garchomp's phazing and hazard damage potential. With Garchomp taking up the defensive Ground-type slot that traditionally goes to the additionally Ground-immune Landorus-T and Gliscor, Rotom-W makes for a solid partner by accommodating for Garchomp's lack of Ground-immunity and ability to pivot.

[SET CREDITS]
Written by:
https://www.https//www.smogon.com/forums/members/boomenheimer.385157/
Quality checked by:
https://www.smogon.com/forums/members/zinnias.569291/
https://www.smogon.com/forums/members/skypenguin.462413/
Grammar checked by:
https://www.smogon.com/forums/members/user3.103/
 
[SET]
name: TankChomp Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Fire Blast / Roar / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 4 SpD / 252 Spe

[SET COMMENTS]
========
Stealth Rock enables Garchomp to pressure opposing teams by punishing switches and accumulating chip damage. Earthquake serves as Garchomp's primary STAB move, hitting hits most of the metagame for neutral damage while threatening key targets like Magearna, Heatran, and Toxapex. With Garchomp's attacks handling Poison- and Steel-types, Toxic is an excellent option for crippling bulky switch-ins like Landorus-T, Zapdos, Tapu Bulu, and Rotom-W that resist its other moves (not entirely correct but also unnecessary). Fire Blast punishes Steel-types unthreatened by Earthquake, such as Skarmory and Ferrothorn, (AC) that who can otherwise set entry hazards against Garchomp (RC) as well as Kartana and Mega Scizor, (AC) who which can remove hazards and otherwise even turn Garchomp into setup fodder. Alternatively, Flamethrower offers better accuracy but lacks the power to 2HKO Skarmory after Stealth Rock damage. Roar and Dragon Tail are both phazing options that synergize well with Stealth Rock to accumulate additional chip damage. Roar is the more consistent of the two with its ability to phaze out common foes behind a Substitute, such as Hawlucha, Gyarados, Volcarona, and Serperior, but the chip damage that Dragon Tail is able to dish is nevertheless appreciated nevertheless.



Set Details
========
Garchomp is a powerful disruptor of VoltTurn strategies, leveraging its Electric immunity and the combined effects of Rough Skin and Rocky Helmet to punish contact attackers for up to 30% of their health. Maximum Speed investment allows Garchomp to Speed tie with opposing Garchomp and outspeed key up to base 100 Speed threats in the base 95-100 Speed range, such as Tapu Lele, Kyurem-B, and Mega Medicham, ensuring it can hit first to take a chunk out of them or finish them off. Alternatively, a bulkier spread of 252 HP / 176 Def / 80 Spe with a Jolly nature enhances Garchomp’s Garchomp's ability to check threats like Kartana and common pivots like Landorus-T and Mega Scizor (RC) while maintaining the Speed to outspeed base 80 Speed threats, including Choice Band Hoopa-U.



Usage Tips
========

Garchomp excels at pivoting into physical threats, particularly U-turn from Landorus-T and Victini, and weak priority moves like Fake Out and Quick Attack from Mega Medicham and Mega Lopunny (RC) to accumulate contact chip damage. It should set up Stealth Rock against foes it forces out, such as Choice-locked Tapu Koko, Heatran, and Magnezone. With the Toxic set, avoid aggressive predictions, as it Garchomp already effectively lures and punishes common checks with ease. When using the Dragon Tail variant, frequently phaze foes to rack up chip damage and disrupt their momentum.

Team Options
========

TankChomp Tank Garchomp fits best on bulky offenses offense teams that benefit from its role compression and ability to accumulate the required chip damage to put foes in revenge kill range for its teammates. Magearna's resistances and immunities patch up Garchomp's weaknesses to Fairy-, Ice-, and Dragon-type moves, making it an ideal partner. In return, Garchomp provides a check to Fire-types like Heatran, Volcarona, and Victini (RC) thanks to its Fire resistance and ability to set up Stealth Rock. Garchomp also benefits from Ferrothorn, whose Fairy-type Fairy resistance and access to Spikes create a strong entry hazard-stacking core, amplifying Garchomp's phazing and hazard damage potential. With Garchomp taking up the defensive Ground-type slot that traditionally goes to the additionally Ground-immune Landorus-T and Gliscor, Rotom-W makes for a solid partner by accommodating for Garchomp's lack of Ground-immunity a Ground immunity and ability to pivot.

[SET CREDITS]
Written by:
https://www.https//www.smogon.com/forums/members/boomenheimer.385157/
Quality checked by:
https://www.smogon.com/forums/members/zinnias.569291/
https://www.smogon.com/forums/members/skypenguin.462413/
Grammar checked by:
https://www.smogon.com/forums/members/user3.103/
GP Team done
 
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