UB-01 Kenobi
If she's UB-01, I'm UB-01
- Joined
- Jan 28, 2011
- Messages
- 2,810
- Reaction score
- 389
The Bulbagarden Battle League was designed for two reasons: to give competitive battlers a fun challenge, and more importantly, as a gateway into competitive battling for new players and casuals alike. The Gym Leaders use competitive teams and strategies while encouraging challengers to think of new strategies and test their teambuilding skills by forcing them to design a team that can handle at least 8 different Pokémon types and 8 different competitive strategies. However, we're not merciless - we don't expect you to do all this on your own if you're new! In order to help layers new to competitive battling, I would like to formally introduce the BBL Weekly Discussion Program. In this program, Gym Leaders take an aspect of the game, typically a Pokémon, but sometimes a move, Ability, team dynamic, or strategy, and analyze it's uses, it's counters, and how to fit it onto a team. Anybody who frequents the Battle Center is encouraged to join the discussion, asking questions about the subject, offering ideas that were unmentioned in the analysis, etc. BBL challengers are encouraged to use these analyses to try and incorporate the topics into their own teams if they like them, or learn how to counter them should they be encountered over the course of their Gym Challenge. With that, I would like to present BBL Weekly Discussion #1: Garchomp!
BBL PotW #1: Garchomp
Garchomp. That name strikes fear into the heart of competitive and casual players alike, bringing back bad memories of swept teams or wiping to Cynthia in one of her many appearances. This monster is a pseudo-legendary Pokémon known for its versatility, with sets ranging from speedy to bulky that all share one thing in common: devastating offensive power. This week, we'll be talking about how to use Garchomp, how to counter it, and what sort of teams that Garchomp fits onto.
IN-DEPTH LOOK
Garchomp
Type: Dragon/Ground
Ability: Sand Veil (illegal), Rough Skin
Stats: 108/130/95/80/85/102
Mega Garchomp
Type: Dragon/Ground
Ability: Sand Force
Stats: 108/170/115/120/95/92
SETS
ChainChomp
Garchomp @ Garchompite
Rough Skin --> Sand Force
Naive
16 Atk/252 Sp Atk/240 Speed
~Draco Meteor
~Earthquake
~Fire Blast/Iron Head/Stone Edge/Swords Dance
~Swords Dance/Fire Blast/Aqua Tail/Surf/Poison Jab
ChainChomp was conceived in Generation IV as Choice Specs Garchomp and was given the catchy name later. It was designed to lure physical walls and then cripple them with a Specs Draco Meteor or Fire Blast. The item was later changed to Life Orb and Swords Dance was added to the set in order to allow better baiting - tricking opponents into switching in a wall by aggressively going for Swords Dance at the first opportunity, killing the wall with Draco Meteor or Fire Blast, and then cleaning house with +2 Earthquakes. While it was a good idea, Garchomp's low Special Attack kept it from becoming a mainstream set. Mega Garchomp, however, changes all that with its nuclear 170/120 attacking stats, granting a hefty 192/172 mixed Attack stats at level 50 with the given EV spread.
Draco Meteor is the STAB move of choice, doing hefty damage to anything that doesn't resist it. Earthquake complements it nicely, hitting many Steels and Specially Defensive Pokémon while not caring about the Special Attack drop. With STAB and Sand Force, Earthquake reaches a frightening 195 power. The last two slots are up to preference. With a base 170 Attack and primary attacking move with effective 150 or 195 power, Swords Dance can easily be forgone. It is nice, however, in order to ensure that you OHKO pretty much the entire goddamn metagame and to bait walls who assume that you are a physical sweeper. Fire Blast is the preferred option to hit Steels like Ferrothorn and Skarmory who don't care about Earthquake. Iron Head, with the Sand Force boost, hits 104 BP and hits Togekiss (who walls you) hard. Stone Edge hits 130 power and does the same but better, but lacks accuracy. However, it is notable for being Chomp's best move to hit Mandibuzz, a prominent wall that threatens Garchomp with Foul Play and immunity to the land shark's beloved Sandstorm. Aqua Tail and Surf can both be used to surprise Air Balloon Heatran or counter Rain teams, but are not really that great. Poison Jab hits Azumarill, but the compination of Iron Head and Earthquake hits all the other OU relevant Fairies (Mawile, Klefki, Togekiss, Gardevoir, Clefable, Florges, Sylveon) super effectively already and Earthquake hits Azumarill decently hard already.
Team support for ChainChomp is simple: sand and speed. Tyranitar and Hippowdon are practical necessities, setting up Sandstorm in order to activate Sand Rush while setting Stealth Rock to help ChainChomp sweep. A second slot should go to Shuckle, Mandibuzz, Galvantula, Talonflame, or Leavanny. Sticky Web or Tailwind greatly increases ChainChomp's destructive power, helping to prevent revenge killing.
Countering ChainChomp is harder. The best are fast Levitating or Flying Pokémon who can OHKO Garchomp, such as Scarfed Hydreigon or Latios, who can switch in on a predicted EQ and then obliterate Garchomp with a Draco Meteor. Mega Aggron is not 2HKOed by Fire Blast if he is 252/252+ HP/Sp Def (a common EV spread) and can phaze with Dragon Tail, but not much else. Mandibuzz can take a Draco Meteor then a Stone Edge and can 2HKO with Foul Play if there is a little bit of prior damage. Gyarados can switch in on Earthquake or Fire Blast, then Mega Evolve and Ice Fang. With Intimidate, Garchomp usually cannot 2HKO with EQ or Draco Meteor+Earthquake assuming you switched in on Earthquake or Fire Blast while Ice Fang has a 93.8% chance to OHKO after Stealth Rock.
ChoiceChomp
Garchomp @ Choice Scarf/Choice Band
Rough Skin
Jolly/Adamant
4 HP/252 Atk/252 Speed
~Outrage
~Earthquake
~Stone Edge
~Dragon Claw/Dual Chop/Iron Head/Poison Jab/Aqua Tail
ScarfChomp is one of the game's better events killers, but it has lost potency with the prominence of priority in the XY metagame. It still has its uses, but struggles to find a team slot when Talonflame does so much better than it and most sweepers that it may wish to stop (such as Crawdaunt, Azumarill, (Mega) Scizor, and (Mega) Lucario) pack priority that let them overcome ScarfChomp's blistering Speed. He does still have his uses, as a fast, STAB Outrage off of a fully invested 130 Attack stat is nothing to be scoffed at. BandChomp packs more Attack than Mega Garchomp would even fully invested, but it is frailer, locks itself into a single move, and does not have any Special Attacking presence whatsoever, making it an inferior wallbreaker. It is a great wrecking ball, however, weakening teams so a sweeper can clean up.
Outrage is the main move, while Earthquake hits Steels. Stone Edge hits Mandibuzz, Togekiss, Volcarona, etcetera, and can nail Mega Pinsir on the switch (Garchomp does fear the STAB Aerilate a Quick Attack, however, so do not attempt to stay in and go for a second if you miss). A secondary Dragon Stab works well in the last slot - Dragon Claw has perfect accuracy while Dual Chop breaks Substitutes. If you wish to forgo the second STAB move and opt for more coverage, Iron Head can nail Gardevoir, Sylveon, Florges, and Togekiss, but Poison Jab is preferred on this set as it can hit Azumarill and you lack Sand Force. Aqua Tail should only be used on a Rain team or as a Rain counter if you have trouble with them.
Countering ScarfChomp is easy. Unlike ChainChomp, physical walls like Slowbro (who can pack Ice Beam) have a field day with it, especially if it's locked into a resisted move. Fairies can force out a ScarfChomp locked into a Dragon move. And any revenge killer, sweeper, or wallbreaker packing priority sends it running with its tail between its legs. This goes the same for BandChomp, although walls should be wary as it can break through them with even neutral STAB Outrages. Skarmory and Ferrothron are good choices to wall BandChomp, but anything that resists or is immune to its current move works. It is even more susceptible than ScarfChomp to being revenge killed, however.
WallChomp
Garchomp @ Garchompite/Leftovers/Rocky Helmet
Rough Skin --> Sand Force
Impish
248 HP/252 Def/8 Sp Def
~Stealth Rock/Protect
~Dragon Tail
~Earthquake
~Toxic
Garchomp' above average 108 HP and good 95/85 (or great 115/95 if you go Mega) lets it pull off a surprisingly effective wall/utility set. Stealth Rock is the best hazard in the game, but you could squeeze Protect in there if you already have a setter. If you don't, always use Stealth Rock over Protect, but Protect can come in handy for Toxic stalling. Dragon Tail hurts coming off of 130 (or 170) Attack and STAB, even uninvested, and phazes anybody who might wish to set up on you. It also helps you spread Toxic poison if you have no better statuses to spread. Earthquake is good for Steels and hurts even more than Dragon Tail, especially under Sandstorm if you're Mega. This should be your main move against opposing support mons or just to do damage once you're done spreading Toxic and setting Rocks. Toxic is there to wear down things you can't efficiently take out and to support the team.
Countering a WallChomp is pretty easy. Mandibuzz Defogs your Rocks, then can Foul Play with impunity as the best you can do is Dragon Tail. Gyarados does the same, but with Ice Fang (and can't Defog). Gliscor loves to be Toxic'd and can Ice Fang you. Crobat is immune to Toxic and Earthquake and can Defog your hazards. So on and so forth. Also, fast or physically bulky special attacking Pokémon packing Ice moves just ruin your day if they manage to switch in safely.
The biggest dilemma you'll find running WallChomp is which item to use. Leftovers is your only recovery at all, but Mega Garchomp has straight up superior bulk and can hit much harder. Rocky Helmet lets you punish users of contact moves, stripping away 7/24s (more than a quarter) of their health each turn when you take Rough Skin into account. All have their pros, but except on teams having trouble with specific physical sweepers that Rocky Helmet + Rough Skin counters, Leftovers or the Mega Stone is typically the superior option. Then Mega Stone should be used if you have Wish support or don't care about passive damage and little hits wearing you down, Leftovers otherwise.
Physical Attacker
Garchomp @ Garchompite/Life Orb
Rough Skin --> Sand Force
Adamant/Jolly
4 HP/252 Atk/252 Speed
~Outrage
~Earthquake
~Stone Edge/Iron Head
~Swords Dance/Dual Chop/Aqua Tail
A pure physical set still does wonders, as a fully invested (Mega) Garchomp is terrifying once it gets a Swords Dance up. Outrage is the main STAB, Earthquake is secondary STAB that hits Steels. Normal Garchomp should always run Stone Edge, while Mega Garchomp can use Iron Head is accuracy is a problem, so long as you have Sandstorm support. Swords Dance let's you O or 2HKO pretty much entire metagame outside of supreme physical walls with good typings like Skarmory, Ferrothorn, and Forretress. When going Mega, it can be forgone for Dual Chop (breaks Subs and doesn't lock and confuse you) or Aqua Tail (if Garchomp is on a Rain team). Sand support is desired for Mega variations, while both appreciate Sticky Web or Tailwind.
Counters come down to physical walls (like the three mentioned above). Unaware Quagsire is a good choice, ignoring Garchomp's Swords Dances and responding with Ice Beam. Other than that, either variation is easily revenge killed with fast Ice or Dragon type move users.
GARCHOMP AS A TEAM PLAYER
Garchomp loves Sandstorm and Sticky Web. In return, it offers supreme physical coverage and power in addition to above average bulk. It fits on any sort of team due to its supreme versatility. Here is an example of a team that Garchomp would shine on:
Shuckle @ Binding Band
Sturdy
Impish
252 HP/252 Def/4 Sp Def
~Sticky Web
~Stealth Rock
~Infestation
~Toxic
Shuckle's job is to set Sticky Web and Stealth Rock without dying. It should be saved to reset these hazards multiple times. If they don't have a Spinner or Defogger left and you're all done using Defog, it can stall lots of things with Binding Band Sand Tomb + Toxic.
Tyranitar
Sets Sand. An Assault Vest set would be great, or an offensive one, or a utility one, anything you want.
Hippowdon @ Smooth Rock
Also sets Sand. Sand is important. Physical Wall.
Mandibuzz @ Leftovers
Overcoat
~Defog
or
Excadrill
Sand Rush
~Rapid Spin
Removes hazards. Mandibuzz adds type diversity and a second wall (or third, if Tyranitar is acting as a Special wall). Excadrill increases your offensive presence and does not remove your own hazards, making Shuckle's job easier.
Reuniclus @ Life Orb
Magic Guard
Modest
~Calm Mind
~Psychic
~Focus Blast
~Shadow Ball
Powerful and threatening Special Offense, can outspeed some slower things with Sticky Web. Great tank, adds type diversity.
ChainChomp
The main man, the Mega, the monster. With Sticky Web up, a sweep becomes feasible - if you have taken out the opponent's priority users. Otherwise, he softens walls and takes out sweepers so Reuniclus, Tyranitar, or Excadrill can clean house.
~~~~~~~~
Thanks for reading! Post your thoughts, propose your own ideas on how to use or counter Garchomp, and feel free to ask questions - our Gym Leaders will endeavor to answer anything you might ask.
BBL PotW #1: Garchomp
Garchomp. That name strikes fear into the heart of competitive and casual players alike, bringing back bad memories of swept teams or wiping to Cynthia in one of her many appearances. This monster is a pseudo-legendary Pokémon known for its versatility, with sets ranging from speedy to bulky that all share one thing in common: devastating offensive power. This week, we'll be talking about how to use Garchomp, how to counter it, and what sort of teams that Garchomp fits onto.
IN-DEPTH LOOK
Garchomp
Type: Dragon/Ground
Ability: Sand Veil (illegal), Rough Skin
Stats: 108/130/95/80/85/102
Mega Garchomp
Type: Dragon/Ground
Ability: Sand Force
Stats: 108/170/115/120/95/92
SETS
ChainChomp
Garchomp @ Garchompite
Rough Skin --> Sand Force
Naive
16 Atk/252 Sp Atk/240 Speed
~Draco Meteor
~Earthquake
~Fire Blast/Iron Head/Stone Edge/Swords Dance
~Swords Dance/Fire Blast/Aqua Tail/Surf/Poison Jab
ChainChomp was conceived in Generation IV as Choice Specs Garchomp and was given the catchy name later. It was designed to lure physical walls and then cripple them with a Specs Draco Meteor or Fire Blast. The item was later changed to Life Orb and Swords Dance was added to the set in order to allow better baiting - tricking opponents into switching in a wall by aggressively going for Swords Dance at the first opportunity, killing the wall with Draco Meteor or Fire Blast, and then cleaning house with +2 Earthquakes. While it was a good idea, Garchomp's low Special Attack kept it from becoming a mainstream set. Mega Garchomp, however, changes all that with its nuclear 170/120 attacking stats, granting a hefty 192/172 mixed Attack stats at level 50 with the given EV spread.
Draco Meteor is the STAB move of choice, doing hefty damage to anything that doesn't resist it. Earthquake complements it nicely, hitting many Steels and Specially Defensive Pokémon while not caring about the Special Attack drop. With STAB and Sand Force, Earthquake reaches a frightening 195 power. The last two slots are up to preference. With a base 170 Attack and primary attacking move with effective 150 or 195 power, Swords Dance can easily be forgone. It is nice, however, in order to ensure that you OHKO pretty much the entire goddamn metagame and to bait walls who assume that you are a physical sweeper. Fire Blast is the preferred option to hit Steels like Ferrothorn and Skarmory who don't care about Earthquake. Iron Head, with the Sand Force boost, hits 104 BP and hits Togekiss (who walls you) hard. Stone Edge hits 130 power and does the same but better, but lacks accuracy. However, it is notable for being Chomp's best move to hit Mandibuzz, a prominent wall that threatens Garchomp with Foul Play and immunity to the land shark's beloved Sandstorm. Aqua Tail and Surf can both be used to surprise Air Balloon Heatran or counter Rain teams, but are not really that great. Poison Jab hits Azumarill, but the compination of Iron Head and Earthquake hits all the other OU relevant Fairies (Mawile, Klefki, Togekiss, Gardevoir, Clefable, Florges, Sylveon) super effectively already and Earthquake hits Azumarill decently hard already.
Team support for ChainChomp is simple: sand and speed. Tyranitar and Hippowdon are practical necessities, setting up Sandstorm in order to activate Sand Rush while setting Stealth Rock to help ChainChomp sweep. A second slot should go to Shuckle, Mandibuzz, Galvantula, Talonflame, or Leavanny. Sticky Web or Tailwind greatly increases ChainChomp's destructive power, helping to prevent revenge killing.
Countering ChainChomp is harder. The best are fast Levitating or Flying Pokémon who can OHKO Garchomp, such as Scarfed Hydreigon or Latios, who can switch in on a predicted EQ and then obliterate Garchomp with a Draco Meteor. Mega Aggron is not 2HKOed by Fire Blast if he is 252/252+ HP/Sp Def (a common EV spread) and can phaze with Dragon Tail, but not much else. Mandibuzz can take a Draco Meteor then a Stone Edge and can 2HKO with Foul Play if there is a little bit of prior damage. Gyarados can switch in on Earthquake or Fire Blast, then Mega Evolve and Ice Fang. With Intimidate, Garchomp usually cannot 2HKO with EQ or Draco Meteor+Earthquake assuming you switched in on Earthquake or Fire Blast while Ice Fang has a 93.8% chance to OHKO after Stealth Rock.
ChoiceChomp
Garchomp @ Choice Scarf/Choice Band
Rough Skin
Jolly/Adamant
4 HP/252 Atk/252 Speed
~Outrage
~Earthquake
~Stone Edge
~Dragon Claw/Dual Chop/Iron Head/Poison Jab/Aqua Tail
ScarfChomp is one of the game's better events killers, but it has lost potency with the prominence of priority in the XY metagame. It still has its uses, but struggles to find a team slot when Talonflame does so much better than it and most sweepers that it may wish to stop (such as Crawdaunt, Azumarill, (Mega) Scizor, and (Mega) Lucario) pack priority that let them overcome ScarfChomp's blistering Speed. He does still have his uses, as a fast, STAB Outrage off of a fully invested 130 Attack stat is nothing to be scoffed at. BandChomp packs more Attack than Mega Garchomp would even fully invested, but it is frailer, locks itself into a single move, and does not have any Special Attacking presence whatsoever, making it an inferior wallbreaker. It is a great wrecking ball, however, weakening teams so a sweeper can clean up.
Outrage is the main move, while Earthquake hits Steels. Stone Edge hits Mandibuzz, Togekiss, Volcarona, etcetera, and can nail Mega Pinsir on the switch (Garchomp does fear the STAB Aerilate a Quick Attack, however, so do not attempt to stay in and go for a second if you miss). A secondary Dragon Stab works well in the last slot - Dragon Claw has perfect accuracy while Dual Chop breaks Substitutes. If you wish to forgo the second STAB move and opt for more coverage, Iron Head can nail Gardevoir, Sylveon, Florges, and Togekiss, but Poison Jab is preferred on this set as it can hit Azumarill and you lack Sand Force. Aqua Tail should only be used on a Rain team or as a Rain counter if you have trouble with them.
Countering ScarfChomp is easy. Unlike ChainChomp, physical walls like Slowbro (who can pack Ice Beam) have a field day with it, especially if it's locked into a resisted move. Fairies can force out a ScarfChomp locked into a Dragon move. And any revenge killer, sweeper, or wallbreaker packing priority sends it running with its tail between its legs. This goes the same for BandChomp, although walls should be wary as it can break through them with even neutral STAB Outrages. Skarmory and Ferrothron are good choices to wall BandChomp, but anything that resists or is immune to its current move works. It is even more susceptible than ScarfChomp to being revenge killed, however.
WallChomp
Garchomp @ Garchompite/Leftovers/Rocky Helmet
Rough Skin --> Sand Force
Impish
248 HP/252 Def/8 Sp Def
~Stealth Rock/Protect
~Dragon Tail
~Earthquake
~Toxic
Garchomp' above average 108 HP and good 95/85 (or great 115/95 if you go Mega) lets it pull off a surprisingly effective wall/utility set. Stealth Rock is the best hazard in the game, but you could squeeze Protect in there if you already have a setter. If you don't, always use Stealth Rock over Protect, but Protect can come in handy for Toxic stalling. Dragon Tail hurts coming off of 130 (or 170) Attack and STAB, even uninvested, and phazes anybody who might wish to set up on you. It also helps you spread Toxic poison if you have no better statuses to spread. Earthquake is good for Steels and hurts even more than Dragon Tail, especially under Sandstorm if you're Mega. This should be your main move against opposing support mons or just to do damage once you're done spreading Toxic and setting Rocks. Toxic is there to wear down things you can't efficiently take out and to support the team.
Countering a WallChomp is pretty easy. Mandibuzz Defogs your Rocks, then can Foul Play with impunity as the best you can do is Dragon Tail. Gyarados does the same, but with Ice Fang (and can't Defog). Gliscor loves to be Toxic'd and can Ice Fang you. Crobat is immune to Toxic and Earthquake and can Defog your hazards. So on and so forth. Also, fast or physically bulky special attacking Pokémon packing Ice moves just ruin your day if they manage to switch in safely.
The biggest dilemma you'll find running WallChomp is which item to use. Leftovers is your only recovery at all, but Mega Garchomp has straight up superior bulk and can hit much harder. Rocky Helmet lets you punish users of contact moves, stripping away 7/24s (more than a quarter) of their health each turn when you take Rough Skin into account. All have their pros, but except on teams having trouble with specific physical sweepers that Rocky Helmet + Rough Skin counters, Leftovers or the Mega Stone is typically the superior option. Then Mega Stone should be used if you have Wish support or don't care about passive damage and little hits wearing you down, Leftovers otherwise.
Physical Attacker
Garchomp @ Garchompite/Life Orb
Rough Skin --> Sand Force
Adamant/Jolly
4 HP/252 Atk/252 Speed
~Outrage
~Earthquake
~Stone Edge/Iron Head
~Swords Dance/Dual Chop/Aqua Tail
A pure physical set still does wonders, as a fully invested (Mega) Garchomp is terrifying once it gets a Swords Dance up. Outrage is the main STAB, Earthquake is secondary STAB that hits Steels. Normal Garchomp should always run Stone Edge, while Mega Garchomp can use Iron Head is accuracy is a problem, so long as you have Sandstorm support. Swords Dance let's you O or 2HKO pretty much entire metagame outside of supreme physical walls with good typings like Skarmory, Ferrothorn, and Forretress. When going Mega, it can be forgone for Dual Chop (breaks Subs and doesn't lock and confuse you) or Aqua Tail (if Garchomp is on a Rain team). Sand support is desired for Mega variations, while both appreciate Sticky Web or Tailwind.
Counters come down to physical walls (like the three mentioned above). Unaware Quagsire is a good choice, ignoring Garchomp's Swords Dances and responding with Ice Beam. Other than that, either variation is easily revenge killed with fast Ice or Dragon type move users.
GARCHOMP AS A TEAM PLAYER
Garchomp loves Sandstorm and Sticky Web. In return, it offers supreme physical coverage and power in addition to above average bulk. It fits on any sort of team due to its supreme versatility. Here is an example of a team that Garchomp would shine on:
Shuckle @ Binding Band
Sturdy
Impish
252 HP/252 Def/4 Sp Def
~Sticky Web
~Stealth Rock
~Infestation
~Toxic
Shuckle's job is to set Sticky Web and Stealth Rock without dying. It should be saved to reset these hazards multiple times. If they don't have a Spinner or Defogger left and you're all done using Defog, it can stall lots of things with Binding Band Sand Tomb + Toxic.
Tyranitar
Sets Sand. An Assault Vest set would be great, or an offensive one, or a utility one, anything you want.
Hippowdon @ Smooth Rock
Also sets Sand. Sand is important. Physical Wall.
Mandibuzz @ Leftovers
Overcoat
~Defog
or
Excadrill
Sand Rush
~Rapid Spin
Removes hazards. Mandibuzz adds type diversity and a second wall (or third, if Tyranitar is acting as a Special wall). Excadrill increases your offensive presence and does not remove your own hazards, making Shuckle's job easier.
Reuniclus @ Life Orb
Magic Guard
Modest
~Calm Mind
~Psychic
~Focus Blast
~Shadow Ball
Powerful and threatening Special Offense, can outspeed some slower things with Sticky Web. Great tank, adds type diversity.
ChainChomp
The main man, the Mega, the monster. With Sticky Web up, a sweep becomes feasible - if you have taken out the opponent's priority users. Otherwise, he softens walls and takes out sweepers so Reuniclus, Tyranitar, or Excadrill can clean house.
~~~~~~~~
Thanks for reading! Post your thoughts, propose your own ideas on how to use or counter Garchomp, and feel free to ask questions - our Gym Leaders will endeavor to answer anything you might ask.
Last edited: