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[WIP] Garchomp

Discussion in 'OU Analyses' started by Spoovo The Pirate, Aug 7, 2016.

  1. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    [​IMG] [​IMG]

    == General ==

    Ahh, Garchomp. The Draconian land shark of our collective dreams.

    Packing solid bulk, semi-unique Dragon/Ground typing, a great movepool, a brutal base 130 Attack and a random but brilliant base 102 Speed, Garchomp has a lot going for it. Thanks to its mega evolution, even its lacklustre base 80 Special Attack gets boosted all the way up to 120, allowing it to work as a threatening mixed sweeper as well.

    With a story like this, it would be easy to believe that Garchomp is the perfect pokemon, wouldn't it?

    Well, sadly, it isn't. Like every pokemon, Garchomp has its troubles. The first would be its typing. Both a blessing and a curse, Dragon/Ground may provide exceptional STAB coverage, but they both have something immune to them as well. The addition of Fairy-types to gen 6 means that Garchomp has to walk on eggshells more than ever now, because both of its STABs can be rendered completely useless if a Fairy or a Levitator were to switch in at just the wrong moment.

    This therefore means it has to be very careful when attacking. So much so that its infamous Choice Scarf set has fallen heavily in usage. But difficulties aside, Garchomp is still a solid choice in gen 6 OU. Whether offensive, defensive or Mega evolved, Garchomp finds a way to make things work, and it still functions as one of the most threatening pokemon in the tier. Watch out for it, or get eaten.

    == Standard Defensive ==

    Garchomp @ Rocky Helmet
    Trait: Rough Skin
    EVs: 176 HP / 240 Def / 92 Spd
    Impish Nature

    - Dragon Tail / Roar
    - Earthquake
    - Stealth Rock
    - Toxic / Fire Blast

    Despite its wonderful base 130 Attack, Garchomp's strongest niche in the current OU tier is that of a physical wall. The Rocky Helmet, combined with its ability Rough Skin, allows it to severely punish anything that makes contact with it, and this can be very useful for wearing down its opponents.

    92 Speed EVs may seem counterproductive on a set that packs Dragon Tail, however it lets Garchomp outrun base 70s such as Breloom and Bisharp, and do what it needs to against them before they can do anything. Everything else goes into physical bulk, with 176 HP EVs taking it to 401, thus letting it survive four Seismic Tosses from the likes of Chansey, and the remains poured into Defence. More Special Defence can be invested if you deem it necessary, too.

    The first slot has Dragon Tail, which hits reasonably hard and switches the target out after hitting them, assuming they're not a Fairy. It will cause Garchomp to move after its opponent, which is why some trainers prefer to have Dragon Claw here, but the phazing effect is incredibly useful, helping to rack up hazard damage and also discouraging setup. If you're afraid of Fairy-types coming in on it, Roar can be used in this slot too. It offers the same utility as Dragon Tail, but doesn't deal any damage in exchange for affecting Fairies. Slot 2 packs Earthquake, a simple, hard hitting STAB that deters Steel-types not named Skarmory or Bronzong from coming in on it.

    Stealth Rock is a great supporting option in slot 3. Garchomp's typing makes it easy for it to set up Stealth Rock, and most Rapid Spinners will be hesitant to come in, because the combination of Rocky Helmet and Rough Skin, on top of inevitable damage from whatever attack Garchomp throws at them, may just end up killing them in the process. If they do get rid of the rocks, Garchomp can just kill them, and set them up again afterwards.

    Lastly, slot 4 has Toxic, which can help wear down opposing walls, and Fire Blast for coverage. It works off of Garchomp's admittedly poor base 80 Special Attack, however it takes larger chunks out of Skarmory, Scizor or Forretress than anything else Garchomp has access to, so it's worth the moveslot.

    == Swords Dance ==

    Garchomp @ Life Orb
    Trait: Rough Skin
    EVs: 252 Atk / 4 SDef / 252 Spd
    Jolly nature

    - Swords Dance
    - Earthquake
    - Outrage / Dragon Claw
    - Stealth Rock / Substitute / Fire Fang

    Another set that's survived from gen 4 is the Swords Dance set. A classic late game sweeper, the main idea is to weaken or remove all checks, and then bring Garchomp out on something that can't touch it. Setup, and sweep away.

    The EVs are just a simple Max/Max, and ideal for sweeping with. The Life Orb is the hold item this time, as it gives Garchomp a huge 30% power boost, at the cost of 10% HP. A Lum Berry is also worth considering, for those worried about getting burned or poisoned.

    Swords Dance is of course the crux of the set, while Earthquake is the staple once again. Outrage takes a front seat over Dragon Claw on this set because it's a set designed for late game, when all Fairies have hopefully been removed. Dragon Claw is still perfectly usable here if you don't like the locking and confusion effects, however.

    Slot 4 has a couple more exotic options, however. Stealth Rock is a fun option, letting Garchomp surprise opponents by supporting the team with a presumed sweeping moveset, and Substitute and Fire Fang are viable too. Substitute gives Garchomp a buffer against status and priority moves, as well as easing prediction, while Fire Fang hits a lot harder than Fire Blast after a Swords Dance boost, and helps Garchomp break into pesky Steels, particularly Skarmory, Ferrothorn and the rare Bronzong.

    == Classic Choice Scarf ==

    Garchomp @ Choice Scarf
    Trait: Rough Skin
    EVs: 252 Atk / 4 SDef / 252 Spd
    Jolly / Naive nature
    - Earthquake
    - Dragon Claw / Outrage
    - Stone Edge
    - Fire Blast / Outrage

    Garchomp's Choice Scarf set has been around for about as long as Garchomp. Its unusual base 102 Speed gives it the perfect excuse to be faster than almost everything, especially those in the base 100 tier, such as Choice Scarf Jirachi, or Mega Charizard X post Dragon Dance. The EVs are just a simple Max Attack / Max Speed, with a Jolly nature to make sure Garchomp outruns as much as possible.

    Earthquake is once again, the staple move in slot 1. We have either Dragon Claw or Outrage in slot 2. The first has much less power than Outrage, but still provides a decent hit, and doesn't lock Garchomp in after usage. Outrage on the other hand is considerably more powerful, but forces Garchomp to use it at least twice, which will only bait a Fairy-type to switch in and render Garchomp dead. Both are worth using, and careful thought is advised.

    Stone Edge in slot 3 is standard coverage for most Garchomp sets, hitting those pesky Flying-types that evade its Earthquakes. Its accuracy is far from reassuring, however hitting a Talonflame or something with it is always fun.

    Lastly, slot 4 has Fire Blast again, for melting Steel-types like Scizor and Skarmory, and Outrage is listed here too. Should you not need Fire Blast, Outrage comes in useful for late game sweeping, when all the Fairies have been exterminated, and all the Steel-types have at least been heavily damaged.


    == Mega Swords Dance ==

    Garchomp @ Garchompite
    Trait: Rough Skin
    EVs: 252 Atk / 4 SAtk / 252 Spd
    Jolly / Naive nature


    - Swords Dance
    - Earthquake
    - Dragon Claw / Outrage
    - Fire Blast / Stone Edge

    Garchomp's mega evolution is one of those rare cases where the mega isn't actually considered better than the original. Sure, it hits harder, which is good, but the loss of Speed, even if it is by only ten base points, really hurts it. In such a heavily packed Speed tier, dropping from base 102 to base 92 let it miss out on several big threats, including both Charizard formes, Jirachi, Salamence, Thundurus-T, Ninetales, Zapdos and Pre-mega Pidgeot among many others.

    But that's okay! Because not only is the shiny colour actually noticeable when Garchomp mega evolves, the slight loss of Speed is a minor penance when compared to the huge increase in Special Attack, which Mega Garchomp can use to muscle past this annoying Steel-types with Fire Blast.

    The EVs and moves are basically identical to that of the non-mega Swords Dance set, however this one likes Fire Blast a lot more, and doesn't bother with Substitute. The lack of a Life Orb and better natural bulk means that this set lasts longer, and thus can stick around longer to damage more. Just remember what things Mega Garchomp doesn't outrun that ordinary Garchomp does, and time your mega evolution carefully.

    == Mega Mixer ==

    Garchomp @ Garchompite
    Trait: Rough Skin
    EVs: 4 Atk / 252 SAtk / 252 Spd
    Naive nature

    - Earthquake
    - Fire Blast
    - Draco Meteor
    - Stone Edge / Outrage

    The EVs this time are geared towards the Special Attack instead, because Garchomp's ridiculous base 170 Attack hits hard enough even without investment (seriously. An uninvested Mega Garchomp's Attack is only 18 points lower than normal Garchomp's fully invested Attack). A fully invested base 120 Special Attack on the other hand lets Garchomp dismantle a lot of walls in the tier, particularly would be checks like Skarmory.

    So with that in mind, Earthquake remains the staple, as always, while Fire Blast and Draco Meteor inhabit slots 2 and 3. Fire Blast's purposes have been detailed before, but now its uses expand to hit bulkier targets like (Mega) Heracross. Draco Meteor is a one-time nuke that deals severe damage to anything that doesn't resist and isn't a Chansey, but does encourage Garchomp to switch out after using it.

    Lastly, slot 4 yields Stone Edge once again, and Outrage. Stone Edge smites Flying-types like Zapdos, while Outrage serves as a physical Dragon STAB, and also allows Garchomp to keep sweeping after using Draco Meteor if need be. Dragon Claw can be used instead, however Outrage is more recommended on a wallbreaker.

    == Other Options ==

    Garchomp can make full use of other hold items, such as the Leftovers, Assault Vest and Choice Band. Iron Tail is unwieldy, but hits incoming Fairies noticeably harder than a neutral STAB Earthquake, something Iron Head and Poison Jab can't do. Aqua Tail and Crunch are also worth mentioning, however neither move really hits anything significant.

    The Focus Sash is something Garchomp makes full use of on Hyper Offensive teams, allowing it to set up fairly easily, break any opposing Focus Sashes with its Rough Skin, and deal as much damage as it can before fainting. A simple Jolly spread with some combination of Earthquake, Dragon Claw, Stealth Rock, Fire Blast and Draco Meteor generally suffices.

    Garchomp's special movepool is decent, consisting of the aforementioned Fire Blast and Draco Meteor, but also Earth Power, Surf and various Hidden Powers. Entirely special sets aren't recommended however. ResTalking is feasible on more defensive sets, and Garchomp can set up Rain or Sun for its team if absolutely needed.

    Lastly, Hone Claws is an interesting option. It patches up the accuracy of Garchomp's moves, which is admittedly about half of its movepool. The real selling point however is that it makes Dragon Rush viable, along with Iron Tail, and also renders Stone Edge and Fire Blast perfectly accurate. It's gimmicky, but it's worth the mention for that reason alone.

    == Checks and Counters ==

    Defensive Steel-types like Skarmory and Ferrothorn are some of the better answers to Garchomp. While neither of them will enjoy a Fire Blast, and Ferrothorn can only tank so many Earthquakes, both can eat up its Dragon STABs with ease, and then set up on it just as long as they can avoid those Fire Blasts. Mega evolving sets will probably scare them both away again, but Skarmory can Whirlwind any setup attempts away, and Ferrothorn can whittle Garchomp's HP down with Leech Seed. Both of them will happily set up Spikes if Garchomp stays in.

    Unaware Clefable can tank a Life Orb Earthquake, and dole out some serious damage back with Moonblast, dealing upwards of 60%. Combined with Stealth Rock and Life Orb recoil, it won't kill without prior damage, but it'll certainly put Garchomp in range of a Bullet Punch or other priority move.

    Rotom-W can come in on anything bar a boosted Dragon STAB, and cripple Garchomp with Will-o-Wisp. It must watch out for sets with Substitute or Lum Berry however, and Mixed Mega sets will take huge chunks out of it with Draco Meteor. Other sturdy walls like Poison Heal Gliscor can keep Garchomp at bay with the usual stalling tactic of Toxic, Substitute and Protect, just as long as Garchomp doesn't try to set up on it.

    Mega Metagross can tank an Outrage without any trouble, and then destroy just about any set with Ice Punch, even outrunning thanks to its superior base 110 Speed. It must be careful to avoid an Earthquake however. If they can switch in safely, Klefki sets can avoid Earthquake with Magnet Rise and then set up on Garchomp.

    Just about any bulky Fairy-type can come in on Garchomp's Dragon STABs and threaten. Togekiss gets the distinction of being immune to both of Garchomp's STABs, which makes it a real problem. Stone Edge keeps Togekiss wary, however it still scares Garchomp just as much. While rare, Whimsicott is in a similar position, being immune to Dragon STABs and resistant to Earthquake. Prankster means it can take full advantage of Garchomp too, whether this is quickly Encoring it into an ineffective move, or just quickly Leech Seeding it and stalling its HP away.

    Faster Dragons such as the Lati twins can take Garchomp out if they can switch in safely. Their Earthquake immunity makes this easier. Ice Shard users, like Weavile, Mamoswine or even Donphan can also finish off a weakened Garchomp in a pinch. Weavile can opt to use Icicle Crash as well, if it is certain that Garchomp is not Scarfed.

    Garchomp is a big threat in this generation, as it always has been. But it's handled by a lot of common pokemon, so it shouldn't cause any major problems as long as you know the set.

    (Note: As long as you guys are okay with analyses written mostly on theorymon, I'm happy to write as many as you need)
     
    Last edited: Aug 21, 2016
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  2. Joyverse

    Joyverse Back for a blast!

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    Garchomp @ Rocky Helmet
    Trait: Rough Skin
    EVs: 176 HP / 240 Def / 92 Spd
    Impish Nature
    - Dragon Tail / Roar
    - Earthquake
    - Stealth Rock
    - Toxic / Fire Blast

    This here is the standard tankchomp spread. Before you go, "Huh, speed? Wut?" The 92 Speed gives it 263 speed to creep Jolly base 70s like Breloom and Bisharp. Skarm too happens to run full speed with Taunt in conjunction and it is a base 70 dude too. The HP EVs gives it 401 HP to tank four Seismic Tosses and the rest is in bulk. There is another more slower spread with SpDef investments that achieves better mixed bulk tho I don't remember it rn but I'll try finding it (Can't access smogon rn smh) you try to do that as well.

    I would also add the SD+Fire Blast Variant of the Mega to the post as that is mostly what I use whenever I use the mega and that is kinda better imo.

    Garchomp @ Garchompite
    Trait: Rough Skin
    EVs: 4 SAtk / 252 Atk / 252 Spd
    Naive / Jolly nature

    - Swords Dance
    - Fire Blast / Stone Edge / Fire Blast / Iron Head
    - Dragon Claw /Outrage
    - Earthquake

    Note: Fire Fang is generally inferior to Blast but it can be used.

    And you didn't mention Sash Lead Garchomp which still finds it place in many HO builds.

    Garchomp @ Focus Sash
    Trait: Rough Skin
    EVs: 4 SAtk / 252 Atk / 252 Spd
    Naive / Jolly nature

    - Stealth Rock
    - Swords Dance / Fire Blast / Draco Meteor
    - Dragon Claw / Outrage
    - Earthquake

    That's all for now I guess. Hope I helped! '-')/
     
    Last edited: Aug 8, 2016
  3. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Ahh, I did notice those Speed EVs in the common spreads, and figured they had a purpose. So I decided to just put a basic spread in, and wait for someone to tell me. Easiest way, huh?

    Is the Sash spread still worth a full set? Or just OO material for now?

    I was gonna mention the Mega SD spread as well. Good to know someone else advocates using it.
     
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  4. Joyverse

    Joyverse Back for a blast!

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    I think it deserves a full set, tho others may have a different opinion. The others are mostly dead tho '-')/
    Edit: Added Iron Head in previous versions, worth a mention imo. Hone Claws was mentioned, Iron Tail tho? It is mentioned but they should go hand in hand here.
     
    Last edited: Aug 8, 2016
  5. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Well, Iron Tail actually does significant damage when compared to a neutral STAB Earthquake:

    252 Atk Garchomp Earthquake vs. 248 HP / 252+ Def Clefable: 144-171 (36.6 - 43.5%)
    252 Atk Garchomp Iron Head vs. 248 HP / 252+ Def Clefable: 154-182 (39.1 - 46.3%)
    252 Atk Garchomp Iron Tail vs. 248 HP / 252+ Def Clefable: 192-228 (48.8 - 58%) -- 57.8% chance to 2HKO after Leftovers recovery

    I know the accuracy is balls, but the difference in damage makes it worth it imo.

    I've got the Sash set in OO for now, and if someone else speaks up I'll happily make a full set for it (bcus lazy). If no one speaks up for a while, I'll probably make a set for it anyway lol.

    EDIT: Oh, and Smogon list this spread:

    252 HP / 164 Def / 76 SDef / 16 Spd

    That the one you were after?
     
    Last edited: Aug 8, 2016
  6. Joyverse

    Joyverse Back for a blast!

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    Yeah, what I actually meant was that Iron Tail generally goes hand in hand with HC (edited the last post up). However I have seen some guys use it with a scarf lol. That scarf point though needs a bit more discussion as I personally never like it, ever.

    YUP! '-')/
     
  7. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Yeah, I just realised after posting that that could very well have been what you meant lol.

    So, more justification for the Scarf set? I can understand why you've not liked it. Lock yourself into the wrong move, and it's way too weak.
     
  8. Moony

    Moony Active Member

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    focus sash is probably not worth it to be a full set, just doesn't have enough utility / power to put it over rh or life orb rocks sets. would like to see life orb sd as second set with sr slotted in the 4th slot with sub and fire fang behind it as alternatives. it's a pretty decent set as it does pack a bunch of power and can suprise a lot of the checks to sr rh, such as hippo and gliscor and clef
     
  9. Joyverse

    Joyverse Back for a blast!

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    Firstly that is the standard format. You'd rather do it this way than other way.
    As for the mocking part, maybe I sounded harsh but there are a few key differences. You can probs add HC in your OO. But Chomp is faster and bulkier making it a better HCer.

    (2g phun letter limit sigh)
    And yeah, chomp is aided by its ability to deal chip to grant an even bulkier spread with HC. That said I'd never HC on either of the drags.
    Dnite is one heck of a shaky check. You have to assume it has to switch in safely...

    continuing..
    You have to assume it'll switch in safely to any move that Chomp throws at it. Dnite can only ever switch into EQ and any person has to think before DDing in front of Tankchomp. So not worth a mention imo.
     
    Last edited by a moderator: Sep 2, 2016