OU Garchomp

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Here comes the Chomp



[OVERVIEW]

* A superb stat spread, fantastic movepool, and great typing make Garchomp into one of the most powerful and versatile Pokemon in the tier.
* Its above average durability makes Garchomp a pain to take down without powerful super effective moves. It's resistant to to Stealth Rock and difficult to pick off with priority as well.
* Its typing affords it many opportunities to switch in, including on Volt Switch, which is extremely valuable.
* Rough Skin is essentially free chip damage, damaging opposing Pokemon that come into contact with it.
* Z-Moves allow it to power through walls, most notably allowing it to defeat its old counter Skarmory.
* It has an exploitable weakness to Ice.
* Non-boosting sets are somewhat easy to check.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Outrage
move 3: Rock Slide / Stone Edge
move 4: Fire Blast / Dragon Claw
item: Choice Scarf
ability: Rough Skin
nature: Naive / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Moves
========
* Unboosted STAB Earthquake is still powerful without a boost and it's really useful for picking off threats that are vulnerable to it.
* Outrage is super powerful but also super exploitable. It should be used to take out powerful threats that need immediate removal or to sweep in the late-game.
* Rock Slide offers valuable coverage against certain Rock-weak Pokemon such as Volcarona and Pinsir, but it's extremely weak otherwise and should only be used when absolutely necessary.
* Stone Edge on the other hand is quite a bit more powerful, capable of OHKOing several Rock-weak Pokemon such as Tornadus, Thundurus, and Mega Aerodactyl without Stealth Rock support. It's also more effective against Pokemon such as Zapdos and Mantine (both of which risk a 2HKO from Stone Edge after Stealth Rock). The drop in accuracy is very noticeable, however, and can especially dangerous in situations where you need to KO a Rock-weak threat.
* Fire Blast can be used to deal good damage to Steel-types that would check Garchomp otherwise, such as Skarmory, Scizor, and Ferrothorn, but it's extremely exploitable.
* Dragon Claw provides Garchomp with a reliable Dragon-type STAB move and, although weak, is generally effective against Ground immune Pokemon.
* Poison Jab can be used as an option to obliterate Tapu Bulu, a Pokemon that is otherwise a premier counter to Choice Scarf Garchomp. Poison Jab is extremely easy for your opponents to exploit, however.
* Fire Fang can be used over Fire Blast for a bit more consistency and general power, but it's weaker against Mega Scizor and forces Garchomp to take take damage when targeting Ferrothorn.
* Stealth Rock can be used in the last slot in compress roles, though it completely halts Garchomp's momentum and is effectively useless against teams that carry reliable Defog users.

Set Details
========

* Jolly is the preferred nature because it guarantees that Garchomp can outrun several relevant threats, such as +1 Mega Charizard X, Choice Scarf Tapu Lele, and Choice Scarf Landorus-T.
* Naive is used on sets with Fire Blast in order to avoid lowering its damage, though you can still use Fire Blast with a Jolly nature if you don't want to compromise Garchomp's defenses (keep in mind that doing so means that Ferrothorn can avoid the 2HKO if it has Protect).
* Rough Skin is the preferred ability due to the fact that it provides free damage on physical attackers.

Usage Tips
========

* Choice Scarf Garchomp is a premier revenge killer, capable of taking out a huge portion of the metagame. Use it to answer threats that are normally faster than Garchomp, such as Pheromosa, Latios, Mega Metagross, Tapu Koko, and Mega Pinsir.
* It's dangerous to attack when your opponent has multiple answers to Garchomp's moveset, since it carries a lot of exploitable moves. If you can force a switch, it might be best to double switch in response. That said, it's usually best to play it safe and attack a Pokemon you absolutely can't afford to lose momentum against (namely, Shift Gear Magearna).
* Noting the opponent's team composition at the very beginning of a match is key to succeeding with this set. If you notice that your opponent's team is vulnerable to a sweep by Garchomp after their checks have been weakened or removed, keeping Garchomp alive for the late-game becomes a top priority.
* Outrage should only be used against dangerous Pokemon that absolutely need to be OHKOed, since Garchomp is locked in after use and it's easy for the opponent to either OHKO it or set up on it via Steel-types.
* Choice Scarf Garchomp is weaker than other variants of Garchomp; don't carelessly waste it by attacking a full-health Mega Metagross and potentially fainting to Ice Punch. Instead, wait until sturdier threats have taken a bit of prior damage before trying to take them on.
* Fire Blast should rarely be used, but if you can nail a Mega Scizor or Ferrothorn on the switch in, you can make it significantly easier to beat them down the line.

Team Options
========

* Choice Scarf Garchomp really appreciates having Stealth Rock on the field in order to make its job easier. Ferrothorn is a good choice, since it can threaten Tapu Fini in addition to handling Fairy-types in general. Jirachi works as well, and it can switch Garchomp into battle via U-turn or recover its health if it has been weakened with Healing Wish.
* This set has an extremely poor matchup against defensive teams, so wallbreakers are extremely handy. Choice Specs Tapu Lele, Hoopa-U, Kyurem-B, Magma Storm Heatran, and Thundurus are just some examples of wallbreakers that pair off nicely with Choice Scarf Garchomp.
* Pokemon that are effective switch-ins against Steel- and Fairy-types are good partners, as they'll be the biggest obstacle to this set's success.
* Heatran, Celesteela, and Magnezone are some examples. Magnezone in particular can directly trap and remove Steel-types, potentially giving Garchomp a path to victory.
* Hazard control is nice, since Choice Scarf Garchomp tends to invite several entry hazard users. Defog users like Tapu Fini and Mega Scizor work, though in Tapu Fini's case keep in mind that damage from Dragon-type moves is halved (though an immunity to status and Outrage confusion is nice).

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

[SET COMMENTS]

Moves
========

* Swords Dance gives Garchomp a tremendous power boost, granting it the upper hand against defensive teams.
* Earthquake is a reliable STAB move that hits ridiculously hard after a boost.
* Dragon Claw is the secondary STAB move, and although the damage is somewhat unimpressive, it's needed to target Pokemon that resist Ground.
* Outrage can be used if you want significantly more power, but it's a risky move option and it makes Garchomp more one-dimensional.
* Fire Fang is arguably the most important coverage move on this set, as after a boost from Firium Z it allows Garchomp to blow through Steel-types after a boost.

Set Details
========

* Garchomp still gets mileage out of its legendary Speed tier, which makes Jolly the preferred nature in order to get the jump over Pokemon such as Charizard, Zygarde, Jirachi, and Kyurem, and at worst tie with opposing Garchomp.
* Firium Z is directly used for nuking Steel- and Grass-types, allowing Garchomp to break through common Steel-type walls such as Skarmory, Ferrothorn, and Celesteela.
* Life Orb gives its entire moveset more punch, allowing Garchomp to consistently put pressure against walls (at the cost of staying power).
* Groundium Z lets Garchomp OHKO standard checks like Ferrothorn and Tapu Fini at +2. It's also highly effective against neutral targets even without a boost, capable of OHKOing offensive Pokemon such as Keldeo, Mega Metagross, and Tapu Lele and defensive Pokemon such as Toxapex.
* Dragonium Z is more limited in scope, but it's highly effective when used against physically defensive Pokemon such as Landorus-T and Hippowdon. Using it with Outrage essentially gives Garchomp access to a 190-Base Power Dragon-type that move that lacks drawbacks.
* Rough Skin provides excellent chip damage, giving Garchomp and its teammates an easier time knocking out opposing Pokemon.
* Sand Veil, on the other hand, can be used with Sandstorm support for a chance to avoid an opponent's attacks. You can't really take advantage of it unless you have Smooth Rock support, however.

Usage Tips
========

* This set more than any other set absolutely depends on playing as patiently and as carefully as possible.
* Swords Dance Garchomp is extremely good at breaking walls due to its Z-move, but you only have one shot at using it. If your opponent is expecting the Z-move, it might be best to hold off on using it immediately.
* If your opponent has a powerful defensive core, don't just immediately switch into battle and start setting up; wary opponents will instantly be aware of your attempts to wallbreak and attempt to stop you (for example, by staying in on Garchomp and using Toxic). Instead, it's worth playing around until you can set up on something that can barely harm Garchomp, like Amoonguss after it has used Spore, or on a Pokemon your opponent can't afford to lose, such as a weakened Chansey.
* Against offensive teams, setting up is less ideal due to how much easier it is for your opponent to revenge kill Garchomp. Instead, using it as a traditional attacker or even bluffing a Choice Scarf can work. You may want to set up Swords Dance in order to take out some of the sturdier Pokemon, however, such as Tapu Bulu.
* Against balance, you can set up by forcing a switch against a Pokemon Garchomp threatens.
* This set works both in the early- and mid-game due to its ability to wallbreak and in the late-game due to its ability to cleanly sweep once its checks have been weakened. It entirely depends on your opponents team composition in addition to your own.

Team Options
========

* Entry hazards are borderline mandatory, since they make it so much easier for Garchomp to take out threats (especially late in the game where switching happens constantly). One of the most prominent wallbreaking, targets, Skarmory, can only be OHKOed after Stealth Rock.
* As this set is primarily a wallbreaker, Pokemon that appreciate having walls weakened or KOed are good partners. Pheromosa, Mega Scizor, Mega Metagross, Excadrill, and offensive Landorus-T are just some of the Pokemon that love having foes like defensive Landorus-T, Ferrothorn, Tapu Fini, Tapu Bulu, and Skarmory severely weakened or flat out removed from the game.
* VoltTurn support from Pokemon such as Mega Scizor, Landorus-T, and Rotom-W is nice due to its ability to safely switch Garchomp into battle.
* Pokemon that can block Ice Shard and fast Ice-type moves are recommended. Mega Scizor, Rotom-W, and Magearna all work here.

[SET]
name: Offensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Outrage / Dragon Claw
move 4: Swords Dance / Fire Blast
item: Focus Sash / Life Orb
ability: Rough Skin
nature: Jolly / Naive
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Moves
========

* Stealth Rock offers free chip damage, significantly hinders Stealth Rock-weak Pokemon, and breaks Focus Sash, Sturdy, and Multiscale, among other uses.
* Even when Focus Sash is used, STAB Earthquake hits fairly hard.
* Outrage is overwhelmingly powerful, especially at +2, though it obviously locks Garchomp in.
* Dragon Claw is considerably weaker than Outrage, but it has the obvious advantage of preventing Garchomp from being locked into battle, giving it more flexibility. Dragon Claw should only be used alongside Swords Dance, as it's far too weak otherwise.
* Swords Dance might seem like an odd choice on a Pokemon designed around setting up hazards, but it lets Garchomp power through the defensive Pokemon and Defog users that tend to switch into it.
* Fire Blast, on the other hand, lets Garchomp do quite a bit of damage to Steel-types such as Ferrothorn, though it practically necessitates the use of Life Orb.

Set Details
========
* A Jolly nature and maximized Attack and Speed EVs are used because Garchomp has very little reason not to. Jolly works best when Swords Dance is used and Naive is predictably used when Fire Blast is in play.
* Focus Sash is extremely important due to its ability to at least guarantee Stealth Rock, not to mention it comes in handy against dangerous threats that can OHKO Garchomp.
* Life Orb is an option if you like to play it fast and loose—No more guaranteed safety net, but Garchomp is much more powerful as a result. For instance, it can 2HKO Mega Sableye with Earthquake.
* Groundium Z can be used to outright OHKO Tapu Fini at +2, and it's generally an extremely strong move.
* Rough Skin offers chip damage, and it can even help Garchomp score OHKOs on Pokemon that directly attack it. Garchomp has a chance of OHKOing Metagross with Earthquake after it gets hit by it, for instance.

Usage Tips
========

* This set works extremely well on offensive teams in the lead position, since there are very few Pokemon that can stop Garchomp from setting up Stealth Rock.
* Scanning your opponent's team to see if you need Garchomp is important, as you'll often be setting up Stealth Rock even at the detriment of Garchomp. Setting up Stealth Rock from turn one maximizes the amount of damage Stealth Rock causes, so you usually want to play fast and loose with this variant of Garchomp.
* This set immediately draws out Defoggers and bulky Pokemon. If you can force a switch and set up a Swords Dance, Garchomp can actually break through or at least significantly weaken Defog users like Tapu Fini and Mandibuzz.
* There are times where forgoing setting Stealth Rock and simply attacking is more useful, especially when Garchomp is matched up against a Pokemon that threatens your team.
* This set works best on offensive teams, where the team is designed around pressuring Rapid Spin and Defog users in order to prevent Stealth Rock from being removed.

Team Options
========

* Garchomp pairs off well with pretty much any offensive Pokemon, including Mega Metagross, Pheromosa, Greninja, Zygarde, and Tapu Bulu.
* Pokemon that can prevent opponents from removing hazards work well. Taunt users like Mega Alakazam and Tapu Koko can prevent hazards from being removed by Defog.
* Powerful attackers like Hoopa-U, Protean Greninja, Thundurus-T, and Choice Specs Magearna can be used to directly switch into Defoggers and threaten them with their powerful attacks.
* Ghost-types can block Rapid Spin, and although the most prominent of Rapid Spin users (Excadrill) hits incredibly hard, it's still worth blocking hazards even at the detriment of your own Pokemon in order to keep the momentum up. If you want a consistent spinblocker, Cofagrigus can switch and check Excadrill somewhat consistently.
* Electric-types like Tapu Koko, Xurkitree, and Thundurus are good choices, since Defog users tend to be vulnerable to Electric-type attacks; Tapu Koko can even use Taunt.
* While they can't prevent Defog, Pokemon with Defiant such as Bisharp and Thundurus can severely punish opponents who opt to use Defog.
* Standard Garchomp partners apply; Pokemon that can take Ice-type moves such as bulky Water- and Steel-types are always good partners.

[SET]
name: Tank Chomp
move 1: Stealth Rock
move 2: Earthquake
move 3: Dragon Tail
move 4: Fire Blast / Toxic
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 240 HP / 176 Def / 92 Spe

[SET COMMENTS]

Moves
========

* Stealth Rock is used for free damage against Pokemon switching in, capable of racking up a ton of free damage over the course of a match if it isn't removed.
* Earthquake, while not particularly strong without investment, still gets the job done as far as coverage and damage on offensive Pokemon are concerned.
* Dragon Tail gives Garchomp phazing utility and forces foes to eat even more entry hazard damage as they switch in.
* Fire Blast is good for damaging Steel-types that shrug off Earthquake, such as Ferrothorn, physically defensive Skarmory, and most notably, Mega Scizor.
* Toxic is incredibly useful for crippling common switch-ins to Garchomp and particularly Defog users (though Tapu Fini is effectively immune to it).

Set Details
========

* While the lack of Leftovers on a defensive Pokemon might seem counterproductive, Rocky Helmet is extremely effective against physical attackers. Physical attackers take a massive 30% from striking Garchomp, which can be absolutely devastating. Physical attackers without recovery effectively KO themselves trying to take out Garchomp.
* The given EV spread notably lets Garchomp outrun positive-natured base 70 Speed Pokemon, such as Bisharp, Tapu Bulu, and Volcanion, as well as neutral-natured base 80 Speed Pokemon, such as Gyarados and Dragonite.
* Rough Skin stacks with Rocky Helmet to cripple physical attackers.

Usage Tips
========

* Due to its naturally high Speed and great durability, this set functions as a solid Stealth Rock setter, capable of setting up on most unboosted physical attackers with ease.
* Use its typing to switch into predicted Rock-type moves such as Stone Edge from Choice Band Tyranitar or Electric-type moves.
* The Rough Skin + Rocky Helmet combo makes it great at punishing physical attackers. Mega Metagross, in particular, is crippled after trying to break through it. If it lacks Ice Punch, it straight up loses to Garchomp.
* Switch it into Pokemon that regularly spam U-turn as a way of punishing them. It's highly effective against Pheromosa, Tapu Koko, and Mega Scizor.
* Garchomp is particularly great spreading Toxic since most of its checks are bulky attackers. Don't hesitate to use it if your opponent has standard Garchomp checks such as Landorus-T and Tapu Bulu.
* Once Garchomp has been worn down to a point where it can't check foes anymore, feel free to sacrifice it against a physical attacker in order to shave off 30% off their HP.

Team Options
========

* Tank Garchomp pairs off well with a variety of offensive Pokemon that appreciate Stealth Rock.
* Its lack of recovery and low Speed make this set more suited to bulky offense than balance or offense teams.
* Tank Garchomp is highly effective at wearing down Pokemon such as Mega Metagross, Mega Scizor, and Choice Scarf users with physical moves (such as Pheromosa), so Pokemon that tend to be checked by those Pokemon such as Tapu Bulu, Kyurem-B, and Tapu Lulu appreciate having Garchomp as a partner.
* Physical walls such as Hippowdon, Landorus-T, and Slowbro are lured out by this set and crippled by Toxic, making it a good partner to physical attackers such as Mega Metagross, Zygarde, and Mega Charizard X.
* Fairy-types are somewhat troublesome for set, with Tapu Fini standing out the most due to its relatively high bulk, pseudo-immunity to Toxic, and immunity to Dragon Tail. Pokemon such as Mega Venusaur, Kartana, Tapu Koko, and Serperior are good partners due to their ability to check Tapu Fini. Steel-types such as Mega Metagross, Mega Scizor, Jirachi, and Magearna can be relied on to handle most Fairy-types.

[STRATEGY COMMENTS]

Other Options
=============

* Mega Garchomp with Swords Dance can be used on sand teams for extreme power, but the immediate drop in Speed is awful and it's somewhat outdone by Z-Moves in terms of sheer power.
* A Substitute + Swords Dance set could be used as a potential late-game sweeper, but with the addition of several prominent Fairy-types (one of which outright walls Garchomp) and a somewhat common fast Choice Scarf user (Pheromosa), it's less effective than before.
* Garchomp can try its hand at mixed attacking, though sadly, the metagame is too sturdy for it to be effective.
* Aqua Tail + Waterium Z can bust through Pokemon such as Hippowdon and defensive Landorus-T on the Swords Dance set.
* Yache and Roseli Berry allow Garchomp to survive most Ice- and Fairy-type moves in the metagame, giving it a chance to snag some surprise KOs.
* Sandstorm with Rockium Z gives Garchomp access to a pseudo-Speed boosting move. It works particularly well with Sand Veil too, though keep in mind the limited number of turns keeps it from setting up a Swords Dance and sweeping.

Checks and Counters
===================

**Skarmory and Celesteela**: These Pokemon generally have an easy time switching into Garchomp due to their resistances to both of its STAB moves. From there, they can set up on Garchomp and force it to retreat. However, the Swords Dance set with Firum Z is capable of completely OHKOing them at +2. These Pokemon should also watch out for Fire Blast as well, since it does quite a bit of damage.

**Physically Defensive Pokemon**: Hippowdon, Landorus-T, Mega Scizor, Rotom-W, Buzzwole, Slowbro, and Tangrowth with physical investment can all act as good immediate switch-ins to Garchomp. The Swords Dance set can break through many of these Pokemon, though they can all wear it down, use status moves, or heavily damage it in the process.

**Fairy-types**: Clefable, Azumarill, Mimikyu, Togekiss, Tapu Lele, Tapu Fini, and Tapu Bulu can freely switch into a Dragon-type moves and threaten Garchomp with their Fairy-STAB, though most of them risk taking significant damage from Earthquake. Tapu Bulu in particular deserves special mention for being able to switch into either of Garchomp's STAB moves, though it should be wary of Fire-type moves. Bulky Tapu Fini is a consistently strong check and is particularly effective against the offensive Stealth Rock set, but it can be worn down and potentially taken out by the Swords Dance set.

**Faster Attackers**: Faster Pokemon with super effective coverage such as Latios, Mega Metagross, Tapu Koko, Thundurus, Pheromosa, Greninja, and Weavile are all excellent checks to Garchomp. Mamoswine can cleanly pick off Garchomp with Ice Shard with some prior damage.
 
Last edited:

Ash Borer

I've heard they're short of room in hell
Is Life Orb SR viable? It's pretty slick being able to 2 shot Mega SAbleye and do so much damage to Skarmory and Celesteela with Fire Blast. I guess it sucks to have your SR user being fairly unreliable on account of no sash, but I feel like Garchomp's threat of Scarf, Sash and its general speed/bulk might make it viable?
 

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Is Life Orb SR viable? It's pretty slick being able to 2 shot Mega SAbleye and do so much damage to Skarmory and Celesteela with Fire Blast. I guess it sucks to have your SR user being fairly unreliable on account of no sash, but I feel like Garchomp's threat of Scarf, Sash and its general speed/bulk might make it viable?
I don't see why not. With Scald being much less prevalent, and LO improving Garchomo's match up against Skarmory, Ferrothorn, Celesteela I could see it being a viable option.

I went ahead and added.
 

p2

Banned deucer.
i think rock slide > sedge on scarf, i like having a reliable volcarona revenge killer (also still ohkos mpinsir). outrage also isn't good anymore so i would put dragon claw and slash outrage after, chomp simply just doesn't clean teams with outrage spam like it used to be able to

i also think scarf is garchomps best set in the meta right now, i don't particularly like it as a rocker because things like fini can take it on fairly easily from my experience. so i think the set order should be scarf > z-move sd > sd rocks > tankchomp

2/3
 

Jukain

!_!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
scarf
- rslide is most important for revenging volc and pinsir, mention that because it's insanely weak as "general coverage"
- fire fang mention should be in moves, not set details
- fire blast should mention skarm
* In the lategame, Garchomp can clean sweep through entire teams if they've been weakened, so keeping it alive is a top priority.
this isn't always true, players should judge that based on the opposing team.
* It's dangerous to attack when your opponent has multiple answer to Garchomp's moveset since it carries a lot of exploitable moves. If you can force a switch, it might be best to double switch in response.
i like this but make sure people are reminded that you still have to be safe at times, especially vs dangerous sweepers that you can't afford to mess around with

sd
- mention something about +0 groundium as well...basically any typical offensive mon or bulkier mons hit SE that could tank an eq i.e. gene, keld, lele, gross, toxapex dies to it which is cool

sr
- i like a dclaw slash because you don't always just let chomp die, and sd dclaw is good (i would never use it with fire blast)...it just makes chomp more flexible and i think it's worth slashing

this is solid, 3/3
 
(New to battling)
How would Tankchomp do in a trick room team as a backup to Bewear? More specifically, as an alternate lead when I can't set up trick room early because, say for example, Bewear is vulnerable with latios or lele up. Also, wouldn't rocky helmet be somewhat ineffective as Garchomp's typing is weak against primarily special attacking types, fairy, dragon, and ice?
 
Last edited:

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
The Scarf set mentions Tapu Fini as a potential teammate; it'd probably be a good idea to mention how Misty Terrain affects Garchomp. Protection from status and Outrage's confusion is great, but it also halves Dragon Claw/Outrage damage.
 

mulgokizary

Banned deucer.
Hi, how are you doing?

I will be leaving for vacation today so I'm going to be more succinct than usual. I don't have time to calc everything and copy and paste it, or list every Pokemon that the changes will help secure kills on, but I'm gonna make some suggestions for the Scarf Chomp set.

Rock slide seems worthless. The only things it's good for is 1) a 100% chance at killing a COMPLETELY HEALTHY Volcarona, a fringe threat (this isn't BW) which Stone Edge is fine for, hell, even Outrage does a fine job of killing after just ten percent prior damage (one life orb tick) if you really don't want to miss... and 2) A 100% chance to revenge MPins... with the loss of power you take on everything else I'll take my chances with edge. It misses out on damage benchmarks that Stone Edge hits, for instance, chance to kill vest torn from 100% and an OHKO on it after rocks damage without needing to be locked into Outrage. Rock Slide has under half a chance to kill it even after rocks. Stone Edge does over half of Zapdos' and Togekiss' HP and has a high crit chance so they don't feel too great about taking them if you get some prior damage; Rock Slide tickles them. It is way too weak.

DClaw is pointless on scarf chomp. It is not even worth a slash. It misses out on so many chances to OHKO with or without rocks. It isn't going to do enough damage to anything in the tier. It doesn't even OHKO uninvested Zard X after megaing; Outrage OHKOs it after megaing and does a chunk so large to a Zard that hasn't mega'd yet that it will die to rough skin on the next attack, so you don't have to risk Stone Edge (which doesn't come close to killing X after it megas, and don't get me started on Rock Slide) if they decide to DD twice unmega'd. This also means that you can revenge a full health Zard X with outrage so that you don't let a Lando-T come in and Double Dance for free. That may not seem like it'll come up in a lot of games but it's the easiest example I can list without calcing rolls on a lot of Pokemon. There are much more useful situations in which you beg for Outrage. Again, torn is another great example, ohkod by Outrage after rocks so you don't need to risk edge. It should just say Outrage, since you will never run two dragon moves on a Garchomp. The introduction of four super viable fairies to the tier may hamper Garchomp's ability to Outrage but it doesn't make DClaw any more of a palatable option. It is a complete waste of a move slot in that you will rarely, if ever, go for it. If Garchomp is going for a Dragon STAB it's usually in an extremely desperate situation (such as trying to chip away at an annoying Landorus-T, such as trying to kill a +1 Zard that hasn't mega'd yet, or such as revenging a Dnite that's taken 6 or 12% from Sand... dclaw can't do any of them) or after fairies have been cleared from the game. If they have a fairy you're going to be a sitting duck after the hit whether you go for Claw or Outrage. In both cases the higher damage output of Outrage is better.

Instead let's slash Stealth Rock on Scarf chomp. You can slash it with Stone Edge. Fire coverage is more useful for pesky shit like skarm and ferro than stone edge, which only really hits bulky fliers that Chomp can't really take on + low usage sweepers that Outrage already does a significant chunk to, so Fire Blast should be on every single set while rock coverage is less important. Anyway, back to SR. Been testing it high-ladder for a few weeks now and building a few teams with it. It's insanely good in practice. It just frees up so much room on a team, you can get rocks on annoying things such as azelf, if they lead Greninja to try and stop your rocker you can outrage on it and get a turn 1 kill 70% of the time, and if they have the set that OHKOs it (Protean Ice Beam) they will 100% die after the Life Orb tick. If they lead Gene to threaten with Ice Beam you can lure it with a scarfed Fire Blast - very unexpected coming from the only rocker on your team. I can list a ton of these early game scenarios. Chomp is a unique scarfer in that it's so threatening as a lead and forces so much that it can afford to compress two roles (rocker and potent revenge killer) into one set. In a primarily offensive metagame like this one where stall is pretty unplayable at a high level due to everything that breaks it this gen you can afford to have a rocker that's weak against conventional bulky teams.

I hope I was articulate enough to convince you.

Thanks for reading.
 
Last edited:

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Hi, how are you doing?

I will be leaving for vacation today so I'm going to be more succinct than usual. I don't have time to calc everything and copy and paste it, or list every Pokemon that the changes will help secure kills on, but I'm gonna make some suggestions for the Scarf Chomp set.

Rock slide seems worthless. The only things it's good for is 1) a 100% chance at killing a COMPLETELY HEALTHY Volcarona, a fringe threat (this isn't BW) which Stone Edge is fine for, hell, even Outrage does a fine job of killing after just ten percent prior damage (one life orb tick) if you really don't want to miss... and 2) A 100% chance to revenge MPins... with the loss of power you take on everything else I'll take my chances with edge. It misses out on damage benchmarks that Stone Edge hits, for instance, chance to kill vest torn from 100% and an OHKO on it after rocks damage without needing to be locked into Outrage. Rock Slide has under half a chance to kill it even after rocks. Stone Edge does over half of Zapdos' and Togekiss' HP and has a high crit chance so they don't feel too great about taking them if you get some prior damage; Rock Slide tickles them. It is way too weak.

DClaw is pointless on scarf chomp. It is not even worth a slash. It misses out on so many chances to OHKO with or without rocks. It isn't going to do enough damage to anything in the tier. It doesn't even OHKO uninvested Zard X after megaing; Outrage OHKOs it after megaing and does a chunk so large to a Zard that hasn't mega'd yet that it will die to rough skin on the next attack, so you don't have to risk Stone Edge (which doesn't come close to killing X after it megas, and don't get me started on Rock Slide) if they decide to DD twice unmega'd. This also means that you can revenge a full health Zard X with outrage so that you don't let a Lando-T come in and Double Dance for free. That may not seem like it'll come up in a lot of games but it's the easiest example I can list without calcing rolls on a lot of Pokemon. There are much more useful situations in which you beg for Outrage. Again, torn is another great example, ohkod by Outrage after rocks so you don't need to risk edge. It should just say Outrage, since you will never run two dragon moves on a Garchomp. The introduction of four super viable fairies to the tier may hamper Garchomp's ability to Outrage but it doesn't make DClaw any more of a palatable option. It is a complete waste of a move slot in that you will rarely, if ever, go for it. If Garchomp is going for a Dragon STAB it's usually in an extremely desperate situation (such as trying to chip away at an annoying Landorus-T, such as trying to kill a +1 Zard that hasn't mega'd yet, or such as revenging a Dnite that's taken 6 or 12% from Sand... dclaw can't do any of them) or after fairies have been cleared from the game. If they have a fairy you're going to be a sitting duck after the hit whether you go for Claw or Outrage. In both cases the higher damage output of Outrage is better.

Instead let's slash Stealth Rock on Scarf chomp. You can slash it with Stone Edge. Fire coverage is more useful for pesky shit like skarm and ferro than stone edge, which only really hits bulky fliers that Chomp can't really take on + low usage sweepers that Outrage already does a significant chunk to, so Fire Blast should be on every single set while rock coverage is less important. Anyway, back to SR. Been testing it high-ladder for a few weeks now and building a few teams with it. It's insanely good in practice. It just frees up so much room on a team, you can get rocks on annoying things such as azelf, if they lead Greninja to try and stop your rocker you can outrage on it and get a turn 1 kill 70% of the time, and if they have the set that OHKOs it (Protean Ice Beam) they will 100% die after the Life Orb tick. If they lead Gene to threaten with Ice Beam you can lure it with a scarfed Fire Blast - very unexpected coming from the only rocker on your team. I can list a ton of these early game scenarios. Chomp is a unique scarfer in that it's so threatening as a lead and forces so much that it can afford to compress two roles (rocker and potent revenge killer) into one set. In a primarily offensive metagame like this one where stall is pretty unplayable at a high level due to everything that breaks it this gen you can afford to have a rocker that's weak against conventional bulky teams.

I hope I was articulate enough to convince you.

Thanks for reading.
On Rock Slide

Volcarona feels like a fairly big threat in Gen VII, actually. With the ease of removing / preventing hazards, and its general effectiveness against relevant threats in the current metagame, having a move that's more reliable against is more valuable than extra damage on Togekiss/Zapdos switch ins (who you really should have partners to deal with). Running Stone Edge means you have a 1 in 5 chance of missing against Pinsir / Volcarona, compared to the much lower 1 in 10 chance of missing. I will make a note of it in the moves section, since the general extra damage (especially on Tornadus-T as you've noted) is nice.

On Dragon Claw vs Outrage

Honestly, I kind of agree. Dragon Claw is really weak and an extremely niche option, though I honestly think it has its moments, such as targeting Latios or picking off weakened Pokemon like Greninja without locking yourself into Earthquake for Landorus-T. Sure, you don't do that much damage against things like Landorus-T, but it lacks recovery, and every bit of damage matters. Meanwhile, Outrage ensures that you basically throw away your Garchomp. I talked it over with QC, and we basically worked out that if Dragon Claw is used, Outrage must be used alongside it as well for more damage.

On Stealth Rock

The role compression is nice, but you're still running a move that leaves you completely open to the opponent (and it's less useful with all of the Tapu Fini's running around). I'd be willing to place it in Moves, but not as a slash.

Thanks for making such a detailed and reasoned post btw.
 
Is this a good/decent set for Garchomp?
Move 1: Sandstorm
Move 2: Iron Head
Move 3: Earthquake
Move 4: Dragon Claw

Ability: Sand Veil

Item: Life Orb

EV Spread: 252 Atk, 4 HP, 252 Speed

Would appreciate feedback/some ways I could make it better. Thx in advance
 

mulgokizary

Banned deucer.
Hi, how are you doing?

Sorry for the late reply. Combination of vacation and a very bad cold I caught.

On Rock Slide

Volcarona feels like a fairly big threat in Gen VII, actually. With the ease of removing / preventing hazards, and its general effectiveness against relevant threats in the current metagame, having a move that's more reliable against is more valuable than extra damage on Togekiss/Zapdos switch ins (who you really should have partners to deal with). Running Stone Edge means you have a 1 in 5 chance of missing against Pinsir / Volcarona, compared to the much lower 1 in 10 chance of missing. I will make a note of it in the moves section, since the general extra damage (especially on Tornadus-T as you've noted) is nice.
Since I've come back Volcarona has had a huge uptick in usage, so it isn't as irrelevant as I'd thought before. That being said, here are the reasons I think Stone Edge is superior:

COVERAGE: Per the last usage stats we got (although this was when Aegis was in the meta), Volcarona and Pinsir have a combined conservative estimate of 5-7% usage, Zard Y has decent usage at 2.6%, and Talonflame is practically nonexistent. Rock Slide is dead weight when there isn't something on the opposing team that's 4x weak you can OHKO with it, so we can say that Rock Slide was useful in a very low percentage of matches (<10%) when you're running it on ScarfChomp. By contrast, Stone Edge allows you to OHKO a lot of things and come up more useful in a variety of situations.

Rock Slide OHKOS; Volcarona, Pinsir, Zard-Y, Talon

Stone Edge OHKOs: Pokemon that Garchomp can OHKO without locking itself into Outrage by using Stone Edge include Volcarona, Pinsir, Zard-Y, Talon, both Thundurus, Tornadus, Staraptor, MAero after SR or Rough Skin, other niche stuff.
2HKOs: Stone Edge's usefulness is worth much more than you state here. 2HKOs Zapdos, Togekiss, Mantine, Mandibuzz after rocks, etc. are undoubtedly useful - a lot of these things switch in on Garchomp expecting Rocks or the ability to switch in safely, so threatening a 2HKO and forcing these out can cripple the opposing team and keep rocks up on your side.

ACCURACY: If Rock Slide was perfectly accurate, it could be argued that it's worth giving up the ability to OHKO or 2HKO a lot of these Pokemon without using Outrage and having rocks up in exchange for having a perfectly accurate panic button for threatening sweepers like Pinsir and Volcarona, but you're trading 90 for 80% accuracy plus a bunch of benefits. This 10% discrepancy is not particularly problematic. One way I like to look at it is "Stone Edge is useful 80% of the time (when it hits), but Rock Slide is useful 10% of the time (if the opponent happens to have the threats you're specifically targeting)."

This isn't to mention that with rocks damage Outrage is perfectly fine with dealing with a lot of the threats that Rock Slide/Stone Edge are for if you really can't afford to miss. It deals with Volc fine, 90%ish or so, does great damage vs. Zard-Y, and if Pinsir is at 75% from rocks then Outrage + Rough Skin secure the kill.

On Dragon Claw vs Outrage

Honestly, I kind of agree. Dragon Claw is really weak and an extremely niche option, though I honestly think it has its moments, such as targeting Latios or picking off weakened Pokemon like Greninja without locking yourself into Earthquake for Landorus-T. Sure, you don't do that much damage against things like Landorus-T, but it lacks recovery, and every bit of damage matters. Meanwhile, Outrage ensures that you basically throw away your Garchomp. I talked it over with QC, and we basically worked out that if Dragon Claw is used, Outrage must be used alongside it as well for more damage.
DCLAW/OUTRAGE: Dragon Claw/Outrage on the same set sound like crap to me, which is why I suggested that it wasn't mentioned in the main set. You're giving up fire or rock coverage for an extremely niche and low-base-power dragon move that you'll rarely, if ever, find useful.

"such as targeting Latios or picking off weakened Pokemon like Greninja without locking yourself into Earthquake for Landorus-T"

Even after rocks Double Dance Lando doesn't mind setting up on a dragon-claw locked Garchomp at all:

-1 252 Atk Garchomp Dragon Claw vs. 0 HP / 4 Def Landorus-Therian: 96-114 (30 - 35.7%) -- 30.6% chance to 3HKO
-1 252 Atk Garchomp Outrage vs. 0 HP / 4 Def Landorus-Therian: 144-169 (45.1 - 52.9%) -- 28.1% chance to 2HKO


Dragon Claw doesn't 2HKO after rocks, Outrage always does and even has a chance if rocks aren't up. Landorus definitely will not be able to set up on an outraging Garchomp bar a 2-turn + a 33% confusion chance which is statistically unlikely. It doesn't help that weakening Greninja into D Claw range can be hard without rocks up.

FAIRY BAIT: Not completely horrible in a lot of cases. Some scenarios for Outrage:
- They switch a Fairy type into Outrage. You can switch out and won't lose Garchomp.
- They sack the target and bring in a Fairy type to revenge: Garchomp has done its job as a revenge killer to pick off an annoying threat and dies. Acceptable 1 for 1 trade in a lot of situations.
- They sack something weak and bring in a Fairy: Pretty bad, but still a 1 for 1 trade. Not always acceptable though.
- They sack something that gets 2HKOed by Outrage and bring in a Fairy: 50% chance for your Outrage to be a 2-turn and you can switch.
- They bring in defensive Lando-T - gets worn down for other Pokemon on your team, Garchomp has a chance to not die if it gets a 2-turn Outrage
- They switch in a Steel type: You're boned.

Also, just a fun calc:
0 SpA Tapu Fini Moonblast vs. 0 HP / 0 SpD Garchomp: 224-266 (62.7 - 74.5%) -- guaranteed 2HKO

They need prior damage on Garchomp to OHKO with an univested Fini moonblast, so if they haven't any other fairy you can Outrage on it and not lose Chomp.

On Stealth Rock

The role compression is nice, but you're still running a move that leaves you completely open to the opponent (and it's less useful with all of the Tapu Fini's running around). I'd be willing to place it in Moves, but not as a slash.

Thanks for making such a detailed and reasoned post btw.
Yeah, don't need a slash, moves is fine. The Tapu Fini point is pretty good. I just think it's an underrated option.

Thanks for reading.
 
Last edited:

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
We discussed it a bit more and felt the best way to compromise was this:

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Outrage
move 3: Rock Slide / Stone Edge
move 4: Fire Blast / Dragon Claw

- Earthquake is a pretty obvious duh.
- I personally feel Outrage is mandatory on this too. At best it gives you a cleaner move and can snag a KO for a 1 for 1 trade. It's a move that can be exploited, but usually it's the best move to respond with against some threats.
- I feel the best way to compromise the Rock Slide vs Stone Edge discussion is to simply slash it. They're both useful in their different ways - Rock Slide I feel is a smidgeon more reliable with the accuracy in mind, Stone Edge does give it a fighting chance against some additional threats though the 1/5 miss can be really bad. It is possible to beat some of the mons mentioned with Stealth Rock or the 30% flinch rate with Rock Slide in mind.
- Slot 4 is exploit ahoy anyway. Double Dragon is "okay" in my opinion, but Fire Blast is better for the catching on Steels. Considering Outrage is the main slash here I think Fire Blast is more appropriate.
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 1/1

implement with Reply button
[OVERVIEW]

* Everyone's favorite Dragon is back and ready to kick all sorts of ass in Gen VII. (i do love chomp but fluff is a no)
* A superb stat spread, fantastic movepool, (AC) and great typing make Garchomp into one of the most powerful and versatile Pokemon in the tier.
* Its above average durability makes Garchomp a pain to take down without powerful super effective moves. It's resistant to to Stealth Rock and difficult to pick off with priority as well.
* Its typing affords it many switch in opportunities to switch in, including on Volt Switch, (AC) which is extremely valuable.
* Rough Skin is essentially free chip damage, damaging opposing Pokemon that come into contact with it.
* Z-Moves allow it to power through walls, most notably allowing it to defeat its old counter Skarmory.
* It has an exploitable weakness to Ice-type.
* Non-boosting sets are somewhat easy to check.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Outrage
move 3: Rock Slide / Stone Edge
move 4: Fire Blast / Dragon Claw
item: Choice Scarf
ability: Rough Skin
nature: Naive / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Moves
========
* Unboosted STAB Earthquake is still powerful without a boost and it's really useful for picking off threats that are vulnerable to it.
* Outrage is super powerful, (RC) but also super exploitable. It should be used to take out powerful threats that need immediate removal or to sweep in the late-game.
* Rock Slide offers valuable coverage against certain Rock-weak Rock-type weak Pokemon such as Volcarona and Pinsir, but it's extremely weak otherwise and should only be used when absolutely necessary.
* Stone Edge on the other hand is quite a bit more powerful, capable of OHKOing several Rock-weak Pokemon such as Tornadus, Thundurus, (AC) and Mega Aerodactyl without Stealth Rock support. It's also more effective against Pokemon such as Zapdos and Mantine (both of which risk a 2HKO from Stone Edge after Stealth Rock). The drop in accuracy is verny very noticeable, however, and can especially dangerous in situations where you need to KO a Rock-weak Rock-type weak threat.
* Fire Blast can be used to deal good damage to Steel-types that would check you Garchomp otherwise, such as Skarmory, Scizor, (AC) and Ferrothorn, but it's extremely exploitable.
* Dragon Claw provides Garchomp with a reliable Dragon-type STAB move and, (AC) although weak, is generally effective against Ground-type immune Pokemon. If used, Outrage should generally be used in the last slot alongside it (Outrage is in the second moveslot so I don't understand this part here) due to its low Base Power.
* Poison Jab can be used as an option to obliterate Tapu Bulu, a Pokemon that is otherwise a premier counter to Choice Scarf Garchomp. Poison Jab is extremely easy for opponents to exploit abusable, however.
* Fire Fang can be used over Fire Blast for a bit more consistency and general power, but it's weaker against Mega Scizor and forces you Garchomp to take take damage when targeting Ferrothorn.
* Stealth Rock can be used in the last slot in compress roles, though it completely halts Garchomp's momentum and is effectively useless against teams that carry reliable Defog users.

Set Details
========

* Jolly nature is the preferred nature because it guarantees that always lets Garchomp can outrun several relevant threats, such as +1 Mega Charizard X, Choice Scarf Tapu Lele, (AC) and Choice Scarf Landorus-T.
* Naive is used on sets with Fire Blast in order to avoid lowering its damage, though you can still use Fire Blast with a Jolly nature if you don't want to compromise Garchomp's defenses (keep in mind that doing so means that Ferrothorn can avoid the 2HKO if it has Protect).
* Rough Skin is the preferred ability due to the fact that it provides free damage on physical attackers.

Usage Tips
========

* Choice Scarf Garchomp is a premier revenge killer, capable of taking out a huge portion of the metagame. Use it to answer threats that are normally faster than Garchomp, such as Pheromosa, Latios, Mega Metagross, Tapu Koko, (AC) and Mega Pinsir.
* It's dangerous to attack when your opponent has multiple answers to Garchomp's moveset, (AC) since it carries a lot of exploitable moves. If you can force a switch, it might be best to double switch in response. That said, it's usually best to play it safe and attack a Pokemon you absolutely can't afford to lose momentum against (namely, ie: Shift Gear Magearna). (AP)
* Noting the opponent's team composition at the very beginning of a match is key to succeeding with this set. If you notice that your team is vulnerable to a sweep by a certain foe after their checks have been weakened or removed, keeping Garchomp alive for the late-game becomes a top priority.
* Outrage should only be used against Pokemon that need to be OHKOed, since Garchomp is locked in after use and it's easy for the opponent to either OHKO it or set up on it via Steel-types.
* Choice Scarf Garchomp is weaker than other variants of Garchomp; don't carelessly waste it by attacking a full-health Mega Metagross and potentially fainting dying to Ice Punch. Instead, wait until sturdier threats have taken a bit of prior damage before trying to take them on.
* Fire Blast should rarely be used, but if you can nail a Mega Scizor or Ferrothorn on the switch in, you can make it significantly easier to beat them down the line.

Team Options
========

* Choice Scarf Garchomp really appreciates having Stealth Rock on the field in order to make its job easier. Ferrothorn is a good choice, since it can threaten Tapu Fini in addition to handling Fairy-types in general. Jirachi works as well, and it can switch Garchomp into battle via U-turn or recover its health if it has been weakened with Healing Wish.
* This set has an extremely poor matchup against defensive teams, so wallbreakers are extremely handy. Choice Specs Tapu Lele, Hoopa-U, Kyurem-B, Magma Storm Heatran, (AC) and Thundurus are just some examples of wallbreakers that pair off nicely with Choice Scarf Garchomp.
* Pokemon that are effective switch-ins against Steel- and Fairy-types are good partners, as they'll be the biggest obstacle to this set's success. Heatran (again), Celesteela, and Magnezone are some examples. Magnezone in particular can directly trap and remove Steel-types straight up, potentially giving Garchomp a path to victory.
* Hazard control is nice, since Choice Scarf Garchomp tends to invite several entry hazard users. Defog users like Tapu Fini and Mega Scizor work, though in Tapu Fini's case keep in mind that damage from Dragon-type moves is are halved (though an immunity to status and Outrage confusion is nice). (AP)

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

Moves
========

* Swords Dance gives Garchomp a tremendous power boost, granting it the upper hand against defensive teams.
* Earthquake is a reliable STAB move that hits ridiculously hard after a boost.
* Dragon Claw is your the secondary STAB move, and although the damage is somewhat unimpressive, it's needed to target Pokemon that resist Ground-type resists.
* Outrage can be used if you want significantly more power, but it's a risky move option and it makes Garchomp more one-dimensional.
* Fire Fang is arguably the most important coverage move on this set, as after a boost from Firium Z it allows Garchomp to blow through (oh my) Steel-types after a boost.

Set Details
========

* Garchomp still gets mileage out of its legendary Speed tier, which makes Jolly the preferred nature in order to get the jump over Pokemon such as Charizard, Zygarde, Jirachi, and Kyurem and at worst, (RC) tie with opposing Garchomp.
* Firium Z is directly used for nuking Steel- and Grass-types, allowing Garchomp to break through common Steel-type walls such as Skarmory, Ferrothorn, (AC) and Celesteela.
* Life Orb gives its entire moveset more punch oomph, allowing Garchomp to consistently put pressure against walls (at the cost of staying power).
* Groundium Z lets Garchomp OHKO standard checks like Ferrothorn and Tapu Fini at +2. It's also highly effective against neutral targets even without a boost, capable of OHKOing offensive Pokemon such as Keldeo, Metagross, (AC) and Tapu Lele, (RC) and defensive Pokemon such as Toxapex.
* Dragonium Z is more limited in scope, but it's highly effective when used against physically defensive Pokemon such as Landorus-T and Hippowdon. Using it with Z move Outrage essentially gives Garchomp access to a 190-Base Power Dragon-type that move that lacks drawbacks.
* Rough Skin provides excellent chip damage, giving Garchomp and its teammates an easier time knocking out opposing Pokemon.
* Sand Veil, (AC) on the other hand, can be used with Sandstorm support for a chance to just straight up avoid an opponent's attacks. You can't really take advantage of abuse it unless you have Smooth Rock support, however.

Usage Tips
========

* This set more than any other set absolutely depends on playing as patiently and as carefully as possible.
* Swords Dance Garchomp is extremely good at breaking walls due to its Z-Move, but you only have one shot at using it. If your opponent is expecting the Z-Move, it might be best to hold off on using it immediately.
* If your opponent has a powerful defensive core, don't just immediately switch into battle and start setting up; wary opponents will instantly be aware of your attempts to wallbreak and attempt to stop you (for example, by they'll staying in on Garchomp and using Toxic, etc). Instead, it's worth playing around until you can set up on something that can barely harm Garchomp, like you (ex: Amoonguss after Spore) OR, or setting up on a Pokemon your opponent can't afford to lose, such as (ie: a weakened Chansey). (AP)
* Against offensive teams, setting up is less ideal due to how much easier it is for your opponent to revenge kill Garchomp. Instead, using it as a traditional attacker or even bluffing a Choice Scarf can work. You may want to set up Swords Dance in order to take out some of the sturdier Pokemon, however, such as Tapu Bulu.
* Against balance, you can set up by forcing a switch against a Pokemon Garchomp threatens.
* This set works both in the early- and mid-game early/midgame due to its ability to wallbreak and in the late-game due to its ability to cleanly sweep once its checks have been weakened. It entirely depends on your opponent's team composition in addition to your own.

Team Options
========

* Entry hazards are borderline mandatory, since they make it so much easier for Garchomp to take out threats (especially late in the game where switching happens constantly). One of the most prominent wallbreaking targets, Skarmory, can only be OHKOed after Stealth Rock.
* As this set is primarily a wallbreaker, Pokemon that appreciate having walls weakened or KOed are good partners. Pheromosa, Mega Scizor, Mega Metagross, Excadrill, (AC) and offensive Landorus-T are just some of the Pokemon that love having foes things like defensive Landorus-T, Ferrothorn, Tapu Fini, Tapu Bulu, (AC) and Skarmory severely weakened or flat out removed from the game.
* VoltTurn Switch / U-turn support from Pokemon such as Mega Scizor, Landorus-T, (AC) and Rotom-W is nice due to its their ability to safely switch Garchomp into battle.
* Pokemon that can block Ice Shard and fast Ice-type moves are recommended. Mega Scizor, Rotom-W, (AC) and Magearna all work here.

[SET]
name: Offensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Outrage / Dragon Claw
move 4: Swords Dance / Fire Blast
item: Focus Sash / Life Orb
ability: Rough Skin
nature: Jolly / Naive
evs: 4 HP / 252 Atk / 252 Spe

Moves
========

* Stealth Rock offers rock is as useful as ever, offering free chip damage, the ability to significantly hinders Stealth Rock-weak Pokemon, and breaks Focus Sashes, Sturdy, and Multiscale, among other uses more (sash breaking, sturdy breaking, multiscale, etc).
* Even when Focus Sash is used, STAB Earthquake hits fairly hard.
* Outrage is overwhelmingly powerful, especially at +2, though it obviously locks Garchomp in.
* Dragon Claw is considerably weaker than Outrage, but it has the obvious advantage of preventing Garchomp from being locked into battle, giving it more flexibility. Dragon Claw should only be used alongside Swords Dance, as it's far too weak otherwise.
* Swords Dance might seem like an odd choice on a Pokemon designed around setting up hazards, but it lets Garchomp power through the defensive Pokemon and Defog users that tend to switch into it.
* Fire Blast, (AC) on the other hand, lets Garchomp do quite a bit of damage to Steel-types such as Ferrothorn, though it practically necessitates the use of Life Orb.

Set Details
========
* A Jolly nature and maximized Attack and Speed EVs are used because Garchomp has very little reason not to. Jolly works best when Swords Dance is used and Naive is predictably used when Fire Blast is in play.
* Focus Sash is extremely important due to its ability to at least guarantee Stealth Rock, not to mention, (RC) it comes in handy against dangerous threats that can OHKO Garchomp.
* Life Orb is an option if you like to play it fast and loose&mdash;no more guaranteed safety net, but Garchomp is much more powerful as a result. For instance, it can 2HKO Mega Sableye with Earthquake.
* Groundium Z can be used to outright OHKO Tapu Fini at +2, and it's generally an extremely strong move.
* Rough Skin offers chip damage, and it can even help Garchomp score OHKOs on Pokemon that directly attack it. (AP) Garchomp has a chance of OHKOing Metagross with Earthquake after it hits it, for instance.

Usage Tips
========

* This set works extremely well on offensive teams in the lead position, since there are very few little Pokemon that can stop Garchomp from setting up Stealth Rock.
* Scanning your opponent's team to see if you need Garchomp is important, as you'll often be setting up Stealth Rock even at the detriment of Garchomp. Setting up Stealth Rock from turn one maximizes the amount of damage Stealth Rock causesd by it, so you usually want to play fast and loose with this variant of Garchomp.
* This set immediately draws out Defoggers and bulky Pokemon. If you can force a switch and set up a Swords Dance, Garchomp you can actually break through or at least significantly (weaken? missing a word here) Defoggers like Tapu Fini and Mandibuzz.
* There are times where forgoing setting the Stealth Rock and simply attacking is more useful, especially when Garchomp is matched up against a Pokemon that threatens your team.
* This set works best on offensive teams, where the team is designed around pressuring Rapid Spin and Defog users in order to prevent Stealth Rock from being removed.

Team Options
========

* Garchomp pairs off well with pretty much any offensive Pokemon, including but limited to Mega Metagross, Pheromosa, Greninja, Zygarde, (AC) and Tapu Bulu.
* Pokemon that can prevent opponents from removing hazards work well. Taunt users like Mega Alakazam and Tapu Koko can prevent hazards from being removed by Defog.
* Powerful attackers like Hoopa-U, Protean Greninja, Xurkitree, (AC) and Choice Specs Magearna can be used to directly switch into Defoggers and threaten them with their powerful attacks.
* Ghost-types can block Rapid Spin, and although the the most of prominent of Rapid Spin users (Excadrill) hits incredibly hard, it's still worth blocking hazards even at the detriment of your own Pokemon in order to keep the momentum up. If you want a consistent spinblocker, Cofagrigus can switch and check Excadrill somewhat consistently.
* Electric-types like Tapu Koko, Xurkitree, (AC) and Thundurus are good choices, since Defog users tend to be vulnerable to Electric-type attacks; Tapu Koko can even use Taunt.
* While they can't prevent Defog, Pokemon with Defiant such as Bisharp and Thundurus can several severely punish opponents who opt to use Defog.
* Standard Garchomp partners apply; Pokemon that can take Ice-type moves such as bulky Water- and Steel-types are always good partners.

[SET]
name: Tank Chomp
move 1: Stealth Rock
move 2: Earthquake
move 3: Dragon Tail
move 4: Fire Blast / Toxic
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 240 HP / 176 Def / 92 Spe

Moves
========

* Stealth Rock is used for free damage against Pokemon switching in, capable of racking up a ton of free damage over the course of a match if they aren't it isn't removed.
* Earthquake, (AC) while not particularly strong without investment, still gets the job done as far as coverage and damage on offensive Pokemon is are concerned.
* Dragon Tail gives Garchomp phazing utility and forces foes them to eat even more entry hazard damage as they switch in.
* Fire Blast is good for damaging Steel-types that shrug off Earthquake, such as Ferrothorn, physically defensive Skarmory, (AC) and, (AC) most notably, Mega Scizor.
* Toxic is incredibly useful for crippling common switch-ins to Garchomp and particularly Defoggers (though Tapu Fini is effectively immune to it Toxic).

Set Details
========

* While the lack of Leftovers on a defensive Pokemon might seem counterproductive, Rocky Helmet is extremely effective against physical attackers. Physical attackers take a massive 30% from striking Garchomp, which can be absolutely devastating. Physical attackers without recovery effectively KO kill themselves trying to take out Garchomp.
* The given EV spread puts Garchomp at 263 Speed, notably lets Garchomp letting it outrun positive-natured base 70 Speed with a positive nature Pokemon, such as Bisharp, Tapu Bulu, (AC) and Volcanion, as well as outrunning neutral-natured base 80 Speed Pokemon, such as Gyarados and Dragonite.
* Rough Skin is the crux of the set since it stacks with Rocky Helmet to cripple physical attackers.

Usage Tips
========

* Due to its high naturally high Speed and great durability, this set Tank Chomp functions as a solid Stealth Rock setter, capable of setting up on most unboosted physical attackers with ease.
* Use its typing to switch into predicted Rock-type moves such as Stone Edge from Choice Band Tyranitar or Electric-type moves.
* The Rough Skin + Rocky Helmet combo makes it great at punishing physical attackers. Mega Metagross, (AC) in particular, is crippled after trying to break through it. If it lacks Ice Punch, it straight up loses to Garchomp.
* Switch it into Pokemon that regularly spam U-turn as a way of punishing them. It's highly effective against Pheromosa, Tapu Koko, (AC) and Mega Scizor.
* Garchomp is particularly great spreading Toxic, (AC) since most of its checks are bulky attackers. Don't hesitate to use it if your opponent has standard Garchomp checks such as Landorus-T and Tapu Bulu, etc.
* Once Garchomp has been worn down to a point where it can't check foes things anymore, feel free to sacrifice it against a physical attacker in order to shave off 30% off their HP.

Team Options
========

* Similarly to the offensive set, Tank Garchomp pairs off well with a variety of offensive Pokemon that appreciate Stealth Rock.
* Its lack of recovery and low Speed makes this set more suited to bulky offense than balance or offense teams.
* Tank Garchomp is highly effective at wearing down Pokemon such as Mega Metagross, Mega Scizor, (AC) and Choice Scarf users with physical moves (such as Pheromosa), so Pokemon that tend to be checked by those Pokemon such as Tapu Bulu, Kyurem-B, (AC) and Tapu Lulu appreciate having Garchomp as a partner.
* Physical walls such as Hippowdon, Landorus-T, (AC) and Slowbro are lured out by this set and crippled by Toxic, making it a good partner to physical attackers such as Mega Metagross, Zygarde, (AC) and Mega Charizard X.
* Fairy-types are somewhat troublesome for set, with Tapu Fini standing out the most due to its relatively high bulk, pseudo-immunity to Toxic, (AC) and immunity to Dragon Tail. Pokemon such as Mega Venusaur, Kartana, Tapu Koko, (AC) and Serperior are good partners due to their ability to check Tapu Fini. Steel-types such as Mega Metagross, Mega Scizor, Jirachi, and Magearna can be relied on to handle most Fairy-types.

[STRATEGY COMMENTS]

Other Options
=============

* Mega Garchomp with Swords Dance can be used on Sandstorm sand teams for extreme power, but the immediate drop in Speed is awful and it's somewhat outdone by Z-Moves in terms of sheer power.
* A Substitute + Swords Dance could be used as a potential late-game sweeper, but with the addition of several prominent Fairy-types (one of which outright walls Garchomp) and a somewhat common fast Choice Scarf user (Pheromosa), it's far less effective than before.
* Garchomp can try its hand at mixed attacking again, though sadly, the metagame is too sturdy for it to be effective.
* Aqua Tail + Waterium Z can bust through Pokemon such as Hippowdon and defensive Landorus-T on the Swords Dance set.
* Yache and Roseli Berry allow Garchomp to survive most Ice- and Fairy-type moves in the metagame, giving it a chance to snag some surprise KOs.
* Sandstorm with Rockium Z gives Garchomp access to a pseudo-Speed boosting move. It works particularly well with Sand Veil too, though keep in mind the limited number of turns keeps it from setting up a Swords Dance and sweeping.

Checks and Counters
===================

**Skarmory and Celesteela**: These Pokemon generally have an easy time switching into Garchomp due to their resistances to both of its STAB moves. From there, they can set up on Garchomp and force it to retreat. However, the Swords Dance set with Firum Z is capable of completely OHKOing them at +2. These Pokemon should also watch out for Fire Blast as well, (AC) since it does quite a bit of damage.

**Physically Defensive Pokemon**: Hippowdon, Landorus-T, Mega Scizor, Rotom-W, Buzzwole, Slowbro, (AC) and Tangrowth with physical investment can all act as good immediate switch-ins to Garchomp. Again, the Swords Dance set can break through many of these Pokemon, though they can all wear it down, use status moves, (AC) or heavily damage it in the process.

**Fairy-types**: Clefable, Azumarill, Mimikyu, Togekiss, Tapu Lele, Tapu Fini, (AC) and Tapu Bulu can freely switch into a Dragon-type moves and threaten Garchomp with their Fairy-STAB, though most of them risk taking significant damage from Earthquake. Tapu Bulu in particular deserves special mention for being able to switch into either of Garchomp's STAB moves, though it should be wary of Fire-type moves. Bulky Tapu Fini is a consistently strong check and is particularly effective against the offensive Stealth Rock set, but it can be worn down and potentially taken out by the Swords Dance set.

**Faster Attackers**: Faster Pokemon with super effective coverage such as Latios, Mega Metagross, Tapu Koko, Thundurus, Pheromosa, Greninja, (AC) and Weavile are all excellent checks to Garchomp. Mamoswine can cleanly pick off Garchomp with Ice Shard with some prior damage.
 
Last edited:
On the TankChomp set, why is the way to 240/176/92 ? Have the 12 additional Def EVs a special sense or could you run 252/164/92?
 

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
GP 1/1

implement with Reply button
[OVERVIEW]

* Everyone's favorite Dragon is back and ready to kick all sorts of ass in Gen VII. (i do love chomp but fluff is a no)
* A superb stat spread, fantastic movepool, (AC) and great typing make Garchomp into one of the most powerful and versatile Pokemon in the tier.
* Its above average durability makes Garchomp a pain to take down without powerful super effective moves. It's resistant to to Stealth Rock and difficult to pick off with priority as well.
* Its typing affords it many switch in opportunities to switch in, including on Volt Switch, (AC) which is extremely valuable.
* Rough Skin is essentially free chip damage, damaging opposing Pokemon that come into contact with it.
* Z-Moves allow it to power through walls, most notably allowing it to defeat its old counter Skarmory.
* It has an exploitable weakness to Ice-type.
* Non-boosting sets are somewhat easy to check.

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Outrage
move 3: Rock Slide / Stone Edge
move 4: Fire Blast / Dragon Claw
item: Choice Scarf
ability: Rough Skin
nature: Naive / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

Moves
========
* Unboosted STAB Earthquake is still powerful without a boost and it's really useful for picking off threats that are vulnerable to it.
* Outrage is super powerful, (RC) but also super exploitable. It should be used to take out powerful threats that need immediate removal or to sweep in the late-game.
* Rock Slide offers valuable coverage against certain Rock-weak Rock-type weak Pokemon such as Volcarona and Pinsir, but it's extremely weak otherwise and should only be used when absolutely necessary.
* Stone Edge on the other hand is quite a bit more powerful, capable of OHKOing several Rock-weak Pokemon such as Tornadus, Thundurus, (AC) and Mega Aerodactyl without Stealth Rock support. It's also more effective against Pokemon such as Zapdos and Mantine (both of which risk a 2HKO from Stone Edge after Stealth Rock). The drop in accuracy is verny very noticeable, however, and can especially dangerous in situations where you need to KO a Rock-weak Rock-type weak threat.
* Fire Blast can be used to deal good damage to Steel-types that would check you Garchomp otherwise, such as Skarmory, Scizor, (AC) and Ferrothorn, but it's extremely exploitable.
* Dragon Claw provides Garchomp with a reliable Dragon-type STAB move and, (AC) although weak, is generally effective against Ground-type immune Pokemon. If used, Outrage should generally be used in the last slot alongside it (Outrage is in the second moveslot so I don't understand this part here) due to its low Base Power.
* Poison Jab can be used as an option to obliterate Tapu Bulu, a Pokemon that is otherwise a premier counter to Choice Scarf Garchomp. Poison Jab is extremely easy for opponents to exploit abusable, however.
* Fire Fang can be used over Fire Blast for a bit more consistency and general power, but it's weaker against Mega Scizor and forces you Garchomp to take take damage when targeting Ferrothorn.
* Stealth Rock can be used in the last slot in compress roles, though it completely halts Garchomp's momentum and is effectively useless against teams that carry reliable Defog users.

Set Details
========

* Jolly nature is the preferred nature because it guarantees that always lets Garchomp can outrun several relevant threats, such as +1 Mega Charizard X, Choice Scarf Tapu Lele, (AC) and Choice Scarf Landorus-T.
* Naive is used on sets with Fire Blast in order to avoid lowering its damage, though you can still use Fire Blast with a Jolly nature if you don't want to compromise Garchomp's defenses (keep in mind that doing so means that Ferrothorn can avoid the 2HKO if it has Protect).
* Rough Skin is the preferred ability due to the fact that it provides free damage on physical attackers.

Usage Tips
========

* Choice Scarf Garchomp is a premier revenge killer, capable of taking out a huge portion of the metagame. Use it to answer threats that are normally faster than Garchomp, such as Pheromosa, Latios, Mega Metagross, Tapu Koko, (AC) and Mega Pinsir.
* It's dangerous to attack when your opponent has multiple answers to Garchomp's moveset, (AC) since it carries a lot of exploitable moves. If you can force a switch, it might be best to double switch in response. That said, it's usually best to play it safe and attack a Pokemon you absolutely can't afford to lose momentum against (namely, ie: Shift Gear Magearna). (AP)
* Noting the opponent's team composition at the very beginning of a match is key to succeeding with this set. If you notice that your team is vulnerable to a sweep by a certain foe after their checks have been weakened or removed, keeping Garchomp alive for the late-game becomes a top priority.
* Outrage should only be used against Pokemon that need to be OHKOed, since Garchomp is locked in after use and it's easy for the opponent to either OHKO it or set up on it via Steel-types.
* Choice Scarf Garchomp is weaker than other variants of Garchomp; don't carelessly waste it by attacking a full-health Mega Metagross and potentially fainting dying to Ice Punch. Instead, wait until sturdier threats have taken a bit of prior damage before trying to take them on.
* Fire Blast should rarely be used, but if you can nail a Mega Scizor or Ferrothorn on the switch in, you can make it significantly easier to beat them down the line.

Team Options
========

* Choice Scarf Garchomp really appreciates having Stealth Rock on the field in order to make its job easier. Ferrothorn is a good choice, since it can threaten Tapu Fini in addition to handling Fairy-types in general. Jirachi works as well, and it can switch Garchomp into battle via U-turn or recover its health if it has been weakened with Healing Wish.
* This set has an extremely poor matchup against defensive teams, so wallbreakers are extremely handy. Choice Specs Tapu Lele, Hoopa-U, Kyurem-B, Magma Storm Heatran, (AC) and Thundurus are just some examples of wallbreakers that pair off nicely with Choice Scarf Garchomp.
* Pokemon that are effective switch-ins against Steel- and Fairy-types are good partners, as they'll be the biggest obstacle to this set's success. Heatran (again), Celesteela, and Magnezone are some examples. Magnezone in particular can directly trap and remove Steel-types straight up, potentially giving Garchomp a path to victory.
* Hazard control is nice, since Choice Scarf Garchomp tends to invite several entry hazard users. Defog users like Tapu Fini and Mega Scizor work, though in Tapu Fini's case keep in mind that damage from Dragon-type moves is are halved (though an immunity to status and Outrage confusion is nice). (AP)

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

Moves
========

* Swords Dance gives Garchomp a tremendous power boost, granting it the upper hand against defensive teams.
* Earthquake is a reliable STAB move that hits ridiculously hard after a boost.
* Dragon Claw is your the secondary STAB move, and although the damage is somewhat unimpressive, it's needed to target Pokemon that resist Ground-type resists.
* Outrage can be used if you want significantly more power, but it's a risky move option and it makes Garchomp more one-dimensional.
* Fire Fang is arguably the most important coverage move on this set, as after a boost from Firium Z it allows Garchomp to blow through (oh my) Steel-types after a boost.

Set Details
========

* Garchomp still gets mileage out of its legendary Speed tier, which makes Jolly the preferred nature in order to get the jump over Pokemon such as Charizard, Zygarde, Jirachi, and Kyurem and at worst, (RC) tie with opposing Garchomp.
* Firium Z is directly used for nuking Steel- and Grass-types, allowing Garchomp to break through common Steel-type walls such as Skarmory, Ferrothorn, (AC) and Celesteela.
* Life Orb gives its entire moveset more punch oomph, allowing Garchomp to consistently put pressure against walls (at the cost of staying power).
* Groundium Z lets Garchomp OHKO standard checks like Ferrothorn and Tapu Fini at +2. It's also highly effective against neutral targets even without a boost, capable of OHKOing offensive Pokemon such as Keldeo, Metagross, (AC) and Tapu Lele, (RC) and defensive Pokemon such as Toxapex.
* Dragonium Z is more limited in scope, but it's highly effective when used against physically defensive Pokemon such as Landorus-T and Hippowdon. Using it with Z move Outrage essentially gives Garchomp access to a 190-Base Power Dragon-type that move that lacks drawbacks.
* Rough Skin provides excellent chip damage, giving Garchomp and its teammates an easier time knocking out opposing Pokemon.
* Sand Veil, (AC) on the other hand, can be used with Sandstorm support for a chance to just straight up avoid an opponent's attacks. You can't really take advantage of abuse it unless you have Smooth Rock support, however.

Usage Tips
========

* This set more than any other set absolutely depends on playing as patiently and as carefully as possible.
* Swords Dance Garchomp is extremely good at breaking walls due to its Z-Move, but you only have one shot at using it. If your opponent is expecting the Z-Move, it might be best to hold off on using it immediately.
* If your opponent has a powerful defensive core, don't just immediately switch into battle and start setting up; wary opponents will instantly be aware of your attempts to wallbreak and attempt to stop you (for example, by they'll staying in on Garchomp and using Toxic, etc). Instead, it's worth playing around until you can set up on something that can barely harm Garchomp, like you (ex: Amoonguss after Spore) OR, or setting up on a Pokemon your opponent can't afford to lose, such as (ie: a weakened Chansey). (AP)
* Against offensive teams, setting up is less ideal due to how much easier it is for your opponent to revenge kill Garchomp. Instead, using it as a traditional attacker or even bluffing a Choice Scarf can work. You may want to set up Swords Dance in order to take out some of the sturdier Pokemon, however, such as Tapu Bulu.
* Against balance, you can set up by forcing a switch against a Pokemon Garchomp threatens.
* This set works both in the early- and mid-game early/midgame due to its ability to wallbreak and in the late-game due to its ability to cleanly sweep once its checks have been weakened. It entirely depends on your opponent's team composition in addition to your own.

Team Options
========

* Entry hazards are borderline mandatory, since they make it so much easier for Garchomp to take out threats (especially late in the game where switching happens constantly). One of the most prominent wallbreaking targets, Skarmory, can only be OHKOed after Stealth Rock.
* As this set is primarily a wallbreaker, Pokemon that appreciate having walls weakened or KOed are good partners. Pheromosa, Mega Scizor, Mega Metagross, Excadrill, (AC) and offensive Landorus-T are just some of the Pokemon that love having foes things like defensive Landorus-T, Ferrothorn, Tapu Fini, Tapu Bulu, (AC) and Skarmory severely weakened or flat out removed from the game.
* VoltTurn Switch / U-turn support from Pokemon such as Mega Scizor, Landorus-T, (AC) and Rotom-W is nice due to its their ability to safely switch Garchomp into battle.
* Pokemon that can block Ice Shard and fast Ice-type moves are recommended. Mega Scizor, Rotom-W, (AC) and Magearna all work here.

[SET]
name: Offensive Stealth Rock
move 1: Stealth Rock
move 2: Earthquake
move 3: Outrage / Dragon Claw
move 4: Swords Dance / Fire Blast
item: Focus Sash / Life Orb
ability: Rough Skin
nature: Jolly / Naive
evs: 4 HP / 252 Atk / 252 Spe

Moves
========

* Stealth Rock offers rock is as useful as ever, offering free chip damage, the ability to significantly hinders Stealth Rock-weak Pokemon, and breaks Focus Sashes, Sturdy, and Multiscale, among other uses more (sash breaking, sturdy breaking, multiscale, etc).
* Even when Focus Sash is used, STAB Earthquake hits fairly hard.
* Outrage is overwhelmingly powerful, especially at +2, though it obviously locks Garchomp in.
* Dragon Claw is considerably weaker than Outrage, but it has the obvious advantage of preventing Garchomp from being locked into battle, giving it more flexibility. Dragon Claw should only be used alongside Swords Dance, as it's far too weak otherwise.
* Swords Dance might seem like an odd choice on a Pokemon designed around setting up hazards, but it lets Garchomp power through the defensive Pokemon and Defog users that tend to switch into it.
* Fire Blast, (AC) on the other hand, lets Garchomp do quite a bit of damage to Steel-types such as Ferrothorn, though it practically necessitates the use of Life Orb.

Set Details
========
* A Jolly nature and maximized Attack and Speed EVs are used because Garchomp has very little reason not to. Jolly works best when Swords Dance is used and Naive is predictably used when Fire Blast is in play.
* Focus Sash is extremely important due to its ability to at least guarantee Stealth Rock, not to mention, (RC) it comes in handy against dangerous threats that can OHKO Garchomp.
* Life Orb is an option if you like to play it fast and loose&mdash;no more guaranteed safety net, but Garchomp is much more powerful as a result. For instance, it can 2HKO Mega Sableye with Earthquake.
* Groundium Z can be used to outright OHKO Tapu Fini at +2, and it's generally an extremely strong move.
* Rough Skin offers chip damage, and it can even help Garchomp score OHKOs on Pokemon that directly attack it. (AP) Garchomp has a chance of OHKOing Metagross with Earthquake after it hits it, for instance.

Usage Tips
========

* This set works extremely well on offensive teams in the lead position, since there are very few little Pokemon that can stop Garchomp from setting up Stealth Rock.
* Scanning your opponent's team to see if you need Garchomp is important, as you'll often be setting up Stealth Rock even at the detriment of Garchomp. Setting up Stealth Rock from turn one maximizes the amount of damage Stealth Rock causesd by it, so you usually want to play fast and loose with this variant of Garchomp.
* This set immediately draws out Defoggers and bulky Pokemon. If you can force a switch and set up a Swords Dance, Garchomp you can actually break through or at least significantly (weaken? missing a word here) Defoggers like Tapu Fini and Mandibuzz.
* There are times where forgoing setting the Stealth Rock and simply attacking is more useful, especially when Garchomp is matched up against a Pokemon that threatens your team.
* This set works best on offensive teams, where the team is designed around pressuring Rapid Spin and Defog users in order to prevent Stealth Rock from being removed.

Team Options
========

* Garchomp pairs off well with pretty much any offensive Pokemon, including but limited to Mega Metagross, Pheromosa, Greninja, Zygarde, (AC) and Tapu Bulu.
* Pokemon that can prevent opponents from removing hazards work well. Taunt users like Mega Alakazam and Tapu Koko can prevent hazards from being removed by Defog.
* Powerful attackers like Hoopa-U, Protean Greninja, Xurkitree, (AC) and Choice Specs Magearna can be used to directly switch into Defoggers and threaten them with their powerful attacks.
* Ghost-types can block Rapid Spin, and although the the most of prominent of Rapid Spin users (Excadrill) hits incredibly hard, it's still worth blocking hazards even at the detriment of your own Pokemon in order to keep the momentum up. If you want a consistent spinblocker, Cofagrigus can switch and check Excadrill somewhat consistently.
* Electric-types like Tapu Koko, Xurkitree, (AC) and Thundurus are good choices, since Defog users tend to be vulnerable to Electric-type attacks; Tapu Koko can even use Taunt.
* While they can't prevent Defog, Pokemon with Defiant such as Bisharp and Thundurus can several severely punish opponents who opt to use Defog.
* Standard Garchomp partners apply; Pokemon that can take Ice-type moves such as bulky Water- and Steel-types are always good partners.

[SET]
name: Tank Chomp
move 1: Stealth Rock
move 2: Earthquake
move 3: Dragon Tail
move 4: Fire Blast / Toxic
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 240 HP / 176 Def / 92 Spe

Moves
========

* Stealth Rock is used for free damage against Pokemon switching in, capable of racking up a ton of free damage over the course of a match if they aren't it isn't removed.
* Earthquake, (AC) while not particularly strong without investment, still gets the job done as far as coverage and damage on offensive Pokemon is are concerned.
* Dragon Tail gives Garchomp phazing utility and forces foes them to eat even more entry hazard damage as they switch in.
* Fire Blast is good for damaging Steel-types that shrug off Earthquake, such as Ferrothorn, physically defensive Skarmory, (AC) and, (AC) most notably, Mega Scizor.
* Toxic is incredibly useful for crippling common switch-ins to Garchomp and particularly Defoggers (though Tapu Fini is effectively immune to it Toxic).

Set Details
========

* While the lack of Leftovers on a defensive Pokemon might seem counterproductive, Rocky Helmet is extremely effective against physical attackers. Physical attackers take a massive 30% from striking Garchomp, which can be absolutely devastating. Physical attackers without recovery effectively KO kill themselves trying to take out Garchomp.
* The given EV spread puts Garchomp at 263 Speed, notably lets Garchomp letting it outrun positive-natured base 70 Speed with a positive nature Pokemon, such as Bisharp, Tapu Bulu, (AC) and Volcanion, as well as outrunning neutral-natured base 80 Speed Pokemon, such as Gyarados and Dragonite.
* Rough Skin is the crux of the set since it stacks with Rocky Helmet to cripple physical attackers.

Usage Tips
========

* Due to its high naturally high Speed and great durability, this set Tank Chomp functions as a solid Stealth Rock setter, capable of setting up on most unboosted physical attackers with ease.
* Use its typing to switch into predicted Rock-type moves such as Stone Edge from Choice Band Tyranitar or Electric-type moves.
* The Rough Skin + Rocky Helmet combo makes it great at punishing physical attackers. Mega Metagross, (AC) in particular, is crippled after trying to break through it. If it lacks Ice Punch, it straight up loses to Garchomp.
* Switch it into Pokemon that regularly spam U-turn as a way of punishing them. It's highly effective against Pheromosa, Tapu Koko, (AC) and Mega Scizor.
* Garchomp is particularly great spreading Toxic, (AC) since most of its checks are bulky attackers. Don't hesitate to use it if your opponent has standard Garchomp checks such as Landorus-T and Tapu Bulu, etc.
* Once Garchomp has been worn down to a point where it can't check foes things anymore, feel free to sacrifice it against a physical attacker in order to shave off 30% off their HP.

Team Options
========

* Similarly to the offensive set, Tank Garchomp pairs off well with a variety of offensive Pokemon that appreciate Stealth Rock.
* Its lack of recovery and low Speed makes this set more suited to bulky offense than balance or offense teams.
* Tank Garchomp is highly effective at wearing down Pokemon such as Mega Metagross, Mega Scizor, (AC) and Choice Scarf users with physical moves (such as Pheromosa), so Pokemon that tend to be checked by those Pokemon such as Tapu Bulu, Kyurem-B, (AC) and Tapu Lulu appreciate having Garchomp as a partner.
* Physical walls such as Hippowdon, Landorus-T, (AC) and Slowbro are lured out by this set and crippled by Toxic, making it a good partner to physical attackers such as Mega Metagross, Zygarde, (AC) and Mega Charizard X.
* Fairy-types are somewhat troublesome for set, with Tapu Fini standing out the most due to its relatively high bulk, pseudo-immunity to Toxic, (AC) and immunity to Dragon Tail. Pokemon such as Mega Venusaur, Kartana, Tapu Koko, (AC) and Serperior are good partners due to their ability to check Tapu Fini. Steel-types such as Mega Metagross, Mega Scizor, Jirachi, and Magearna can be relied on to handle most Fairy-types.

[STRATEGY COMMENTS]

Other Options
=============

* Mega Garchomp with Swords Dance can be used on Sandstorm sand teams for extreme power, but the immediate drop in Speed is awful and it's somewhat outdone by Z-Moves in terms of sheer power.
* A Substitute + Swords Dance could be used as a potential late-game sweeper, but with the addition of several prominent Fairy-types (one of which outright walls Garchomp) and a somewhat common fast Choice Scarf user (Pheromosa), it's far less effective than before.
* Garchomp can try its hand at mixed attacking again, though sadly, the metagame is too sturdy for it to be effective.
* Aqua Tail + Waterium Z can bust through Pokemon such as Hippowdon and defensive Landorus-T on the Swords Dance set.
* Yache and Roseli Berry allow Garchomp to survive most Ice- and Fairy-type moves in the metagame, giving it a chance to snag some surprise KOs.
* Sandstorm with Rockium Z gives Garchomp access to a pseudo-Speed boosting move. It works particularly well with Sand Veil too, though keep in mind the limited number of turns keeps it from setting up a Swords Dance and sweeping.

Checks and Counters
===================

**Skarmory and Celesteela**: These Pokemon generally have an easy time switching into Garchomp due to their resistances to both of its STAB moves. From there, they can set up on Garchomp and force it to retreat. However, the Swords Dance set with Firum Z is capable of completely OHKOing them at +2. These Pokemon should also watch out for Fire Blast as well, (AC) since it does quite a bit of damage.

**Physically Defensive Pokemon**: Hippowdon, Landorus-T, Mega Scizor, Rotom-W, Buzzwole, Slowbro, (AC) and Tangrowth with physical investment can all act as good immediate switch-ins to Garchomp. Again, the Swords Dance set can break through many of these Pokemon, though they can all wear it down, use status moves, (AC) or heavily damage it in the process.

**Fairy-types**: Clefable, Azumarill, Mimikyu, Togekiss, Tapu Lele, Tapu Fini, (AC) and Tapu Bulu can freely switch into a Dragon-type moves and threaten Garchomp with their Fairy-STAB, though most of them risk taking significant damage from Earthquake. Tapu Bulu in particular deserves special mention for being able to switch into either of Garchomp's STAB moves, though it should be wary of Fire-type moves. Bulky Tapu Fini is a consistently strong check and is particularly effective against the offensive Stealth Rock set, but it can be worn down and potentially taken out by the Swords Dance set.

**Faster Attackers**: Faster Pokemon with super effective coverage such as Latios, Mega Metagross, Tapu Koko, Thundurus, Pheromosa, Greninja, (AC) and Weavile are all excellent checks to Garchomp. Mamoswine can cleanly pick off Garchomp with Ice Shard with some prior damage.
Finally implemented this. I wasn't sure about this line in particular

* Outrage should only be used against Pokemon that need to be OHKOed, since Garchomp is locked in after use and it's easy for the opponent to either OHKO it or set up on it via Steel-types.
So I rewrote it entirely
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
o_o yeah not sure why I crossed out "need" there, might have highlighted the wrong word or something

what you have now is fine
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top