[BH] Mega Garchomp [QC 0/3]

RNGIsFatal

Banned deucer.
Garchomp-Mega analysis:



Overview

* Garchomp is one of the most notable wallbreakers due to its dual STAB; most defensively oriented walls in the metagame, such as Giratina, Zygarde-C, and Registeel are hit supereffectively by its STAB moves and 170 base Attack makes options for counterplay even narrower..
* Thanks to its ability to utilize Thousand Arrows, Precipice Blades, Dragon Hammer, and other moves with STAB boost, Garchomp is very hard to wall without specific preparations which often leads to inefficient teambuilding against other teams.
* Base Speed of 92 is another selling point of Garchomp and it outspeeds important threats such as Primal Kyogre, Zekrom, and more.
* 120 Special Attack, while usable as a check to Fur Coat Giratina and Zygarde in efficient way, it is quite disappointing compared to the rest of the meta, and it is often forced to run physical-oriented sets.
* The most disappointing trait of Garchomp is its weakness to -ate attackers with priority such as Kyurem-B and Mega Diancie. This forces Garchomp to switch out a lot, and every time it causes loss of momentum.
* In addition, Garchomp has weakness to Core Enforcer and does not possess good special bulk. This means making wrong decisions will leave Garchomp vulnerable to the likes of Giratina and Zygarde-C which are the threats Garchomp is supposed to defeat.
* Overall, using Garchomp means that one decides to check certain important threats with a unique wallbreaker at a cost of forcing themselves to acquire somewhat heavy team support for Garchomp to fulfill its role.

Mold Breaker

Garchomp-Mega @ Dragonium Z / Choice Band
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Precipice Blades
- Dragon Hammer
- Stealth Rock / Switcheroo / Pursuit

Set Comments

Moves

* Thousand Arrows is the first primary STAB move of Garchomp which is very spammable due to its excellent neutral coverage.
* Precipice Blades has significantly more power, and lets Garchomp to reliably 2HKO Mega Audino. The move makes breaking other walls easier at a cost of imperfect accuracy.
* Ability to use STAB Dragon Hammer is the reason to choose Garchomp over other physical wallbreakers. It hits Giratina and Zygarde-C supereffectively and 2HKOs both of them with ease.
* Stealth Rock allows Garchomp to do something worthwhile with Dragonium Z set while forcing out switches, when its health is low, or has been crippled by a burn. This can be done reliably thanks to Mold Breaker ignoring Magic Bounce.
* Switcheroo can be used with Choice Band to cripple an opponent that consistently walls Garchomp, such as Mega Slowbro and Mega Audino lacking Z-crystal.
* Pursuit can be used to trap Sturdy Shedinja if Garchomp's team needs a dedicated check to it.

Set Details

* Jolly nature is chosen over Adamant nature for Garchomp to outspeed notable threats like Zekrom and Primal Kyogre.
* Dragonium Z allows Garchomp to deal heavy damage on Zygarde-C and Giratina with Devestating Drake while ignoring problematic abilities such as Fur Coat. This item also does not lock Garchomp into a single move.
* Choice Band allows Garchomp to have its damage output high enough to 2HKO Mega Rayquaza with Thousand Arrows on the switch-in and OHKO Registeel and Solgaleo.
* Mold Breaker lets Garchomp deal massive damage while ignoring problematic ability such as Fur Coat and Sturdy, and set Stealth Rock on opposing team ignoring Magic Bounce. This allows Garchomp to function outsides balance teams.

Usage Tips

* Simply spamming Thousand Arrows pressures the opponent, since Fur Coat walls such as Primal Kyogre or Chansey cannot consecutively take damage from Mold Breaker.
* Garchomp can be a solid check to Sturdy Shedinja, if one cannot have other teammates to have an appropriate check against it. Once Garchomp safely switches into Sturdy Shedinja, it can successfully get rid of it using Pursuit, but it cannot switch into Endeavor.
* Garchomp also excels in harassing stall teams due to the guaranteed Stealth Rock setup from Mold Breaker and the ability to pressure Defog users using Choice Band or Dragonium Z.
* Choice Band set has hard time switching in due to its susceptibility to attackers, such both Mega's of Mewtwo, Mega Rayquaza, and many other opponents that is faster than Garchomp and has advantage in terms of typing.
* Garchomp's typing leaves it vulnerable to prevalent coverage moves such as Core Enforcer. Slow U-turns from supports such as Registeel or Mega Audino are necessary for Garchomp to successfully switch in without harm and inflict heavy damage on opponents.
* Choice Scarf set can pose a surprise on opponent; however, one is recommended not to reveal Garchomp's access to Choice Scarf until they ensure they can achieve crucial KO against Mewtwo, Mega Rayquaza, and others. Though it has significantly less power than Choice Band set, it can contribute to late game clean-up with high speed from the item.

Team Options

* Common walls that shut down most options from Garchomp include physically defensive Giratina and Audino-Mega, and Slowbro-Mega and special attackers such as Diancie or Mega Mewtwo Y will be a good partner for Garchomp. On the other hand, aforementioned walls can be good allies for imposter-proofing.
* One is strongly recommended to pair Garchomp with strong special attackers, such as Mega Mewtwo Y, Mega Gengar, or any -ate user with Boomburst who are capable of threatening defensive behemoths such as Mega Slowbro.
* Steel type support is almost mandatory so it can cover Garchomp's weakness almost flawlessly.


Mixed Adaptability

Garchomp-Mega @ Life Orb / Dragonium Z
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Thousand Arrows
- Draco Meteor / Core Enforcer
- Precipice Blades / Sunsteel Strike / Leech Seed
- Dragon Hammer

Set Comments

Moves

* Thousand Arrows will do more than decent damage with Adaptability while hitting most targets in the metagame at least neutrally and hitting Dragon-resistant-types neutrally.
* Draco Meteor, combined with Adaptability, nets incredible damage against Dragon-types, and is capable of OHKOing Giratina after Stealth Rock damage. It also punishes physically defensive walls such as Slowbro when it switches in. Along with Dragonium Z, it turns into a very powerful Devastating Drake with base power of 195 and it is capable of OHKOing walls that Draco Meteor cannot.
* Core Enforcer can be fit in the set, but the power is inferior to Draco Meteor and it fails to OHKO Zygarde-C and Giratina even with Devastating Drake. However, its ability to get rid of Fur Coat on the switch is sometimes worth.
* Precipice Blades is a devastating weapon that is to be used to OHKO Steel-types and most Primal Kyogre variants after Stealth Rock damage with Life Orb.
* Sunsteel Strike is used to punish bulky Fairy-types such as Mega Audino or Xerneas, as well as hitting Sturdy Shedinja.
* Leech Seed, while it may seem as an odd option for offensive set, helps Garchomp recover damage from Life Orb and entry hazards as well as letting its teammate wall Imposter easier if it was seeded on the switch. It also eliminates Sturdy Shedinja on the switch.
* Dragon Hammer is a second STAB move that can be abused with Garchomp's significantly higher Attack stat, and it threatens Giratina and Zygarde-C if they lack Fur Coat.

Set Details

* Naive nature has been chosen so Garchomp can outspeed unboosted Zekrom and Kyogre, while not hampering its own Special Attack stat which is crucial in terms of attacking physically defensive walls. It also reduces the damage Garchomp takes from U-turn.
* Adaptability strengthens Garchomp's already strong Attack stat even further, in addition to improving the damage output from its mediocre Special Attack stat.
* Life Orb lets Garchomp consistently do high damage and grants enough boost to OHKO Steel-types and Giratina after Stealth Rock damage using appropriate moves, in exchange of having bothersome recoil that puts Garchomp in timer.
* Dragonium Z lets Garchomp launch an Adaptability-boosted Devastating Drake, letting it KO notable walls such as Giratina and Zygarde-C.

Usage Tips

* This set can work early-game as a counter to any support walls that Garchomp has advantage in terms of typing.
* Garchomp generally functions as hit-and-run wallbreaker with this set, and it should be switched on safe pivoting, double switches, and recovery moves, heavily damaging or crippling the opposing team.
* Many unexpected opponents can run Ice-type coverage moves or Core Enforcer, so one should be aware of this possibility if Garchomp is unable to KO an opponent. Scouting the opposing team, such as using Imposter or pivoting safely, is necessary to keep Garchomp safe.
* Prior damage from pivoting moves or entry hazard is very beneficial for Garchomp to secure 2HKOes on Fur Coat walls and OHKOes on both Primals.

Team Options

* Due to Garchomp's unique offensive set, one is strongly recommened to carry Fur Coat user with high Special Defense to sponge Impostered Garchomp's attack. Fur Coat Kyogre can take Draco Meteor quite well and retaliate with Ice-type coverage moves or threaten to burn Imposter with Scald, Lugia and Arceus has even better overall bulk and check Garchomp better due to the virtue of its Speed, and Shedinja can also work as a solid check. If Garchomp carries Core Enforcer, Fur Coat Audino or Xerneas can check this set assuming it lacks Sunsteel Strike. If Garchomp has both Core Enforcer and Sunsteel Strike, Fur Coat Tapu Fini is the most appropriate wall to imposter-proof this set.
* Foe's team will have most of their walls struggling against this set, due to Garchomp being able to bypass Steel-types that can take Dragon-type STAB moves with Thousand Arrows or Precipice Blades, while Fairy-types that can sponge Dragon-type moves usually struggle against Adaptability-boosted Ground-type moves. Therefore, Garchomp should be kept safe and be switched in with safety, so slow supports such as Registeel with appropriate switching moves such as U-turn will help Garchomp to fulfill its role much easier and handle -ate users.
* Garchomp also appreciates Stealth Rock support, since Stealth Rock damage will secure most OHKO from this set.
* Imposter is always troublesome even with imposter-proofing walls due to it stealing momentum, so trapping strategies using Magnet Pull or trapping moves, or spamming paralysis on the opposing team using Nuzzle is going to alleviate this issue.

Other Options

* If Garchomp has Choice Items, U-turn is always a viable option that lets Garchomp pivot in situations such as forced switches.
* Poison Heal set is also viable for Garchomp thanks to the virtue of its stats and STAB Thousand Arrows being able to hit most types neutrally. The set with Thousand Arrows, Knock Off or Leech Seed, Will-O-Wisp and Shift Gear is capable of breaking through defensive and unprepared teams as well as being able to defeat its own Imposter. However, this set is generally lackluster due to the prevalence of Core Enforcer in the metagame which Garchomp is weak to and can remove Poison Heal.
* Changing ability to Dazzling and item to Choice Scarf leaves Garchomp invulnerable to priority moves from unboosted -ate users as well as blocking Parting Shot from Prankster Steel types, but the damage output will be significantly less powerful. However, it can still function as somewhat effective revenge killer.

Checks and Counters

-ate users: Garchomp is generally weak to priority itself, but its huge weakness to -ate users is worthy of specific and separate mentions. Garchomp has very exploitable weakness from Refrigerate and Pixilate, meaning Kyurem-B and Mega Diancie is a nightmare and bane to Garchomp's role. It is always forced to switch out, unless a Choice Scarf set is used under the Psychic Terrain.

Fur Coat: Unless Garchomp has Mold Breaker or has mixed Adaptability set, Fur Coat will shut down most of Garchomp's options, leaving it unable to do much damage, and force Garchomp to switch into different ally, handing over the momentum to foe's team.

Core Enforcer: The move itself is very prevalent in the metagame. In addition to the fact that Garchomp is weak to Core Enforcer, relatively low Special Defense stat that is sometimes worsened with Naive nature will leave Garchomp vulnerable even against passive walls who equip it. Another consequence of taking this move is nullifying Garchomp's ability which may change crucial 2HKO's or OHKO's against walls.

Fast Attackers: Mega Rayquaza, both Mega Mewtwo X and Y, and plenty of other foes are capable of outspeeding Garchomp, and able to KO or severely dent it with their respectable or very high offensive stats using STAB move, or coverage moves, before Garchomp can hit them back. This is problematic due to Garchomp having very rare opportunities to accumulate boosts to outspeed them. However, all of them must watch out for Choice Scarf sets if they have been sufficiently weakened.

Status: Burn leaves Garchomp useless for the rest of the battle unless a cleric is present in the team. A rare paralysis caused by Glare is very tragic, especially Garchomp has equipped a Choice Scarf to outspeed threats. Poison, while not devastating as Burn and Paralysis, puts a timer on Garchomp and forces it to win mind games when it gains a chance executing a move to damage opposing team as much as possible before it succumbs to Poison.
 
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AM QC check, implement what you agree with and leave the rest for QC.
Garchomp-Mega analysis:




Overview

* Garchomp-Mega is often ignored as "Inferior Groudon" in Balanced Hackmons metagame due to its susceptibility to -ate users that Primal Groudon has less concerns with, and by the fact that overall stat that is quite lower as well.
* However, Garchomp's niche comes from its base Speed of 92, which is slightly higher than the speed tier of both Primals, and a Dragon Typing, which allows Garchomp to be one of the few physical-oriented attackers that can threaten Giratina and Zygarde-C.
* The unique speed tier allows Garchomp to check Primal Groudon itself, as well as threaten any attacker that has mediocre speed and frailty in terms of taking physical attacks.
* In addition, its access to STAB boost in Ground-type moves allows it to hit almost the entire metagame at least neutrally when paired with Thousand Arrows and appropriate coverage moves with its monstrous 170 base attack, which is the second highest among all Ground types in the metagame.
* That said, Garchomp poses a huge weakness to -ate users are is always forced to switch against the likes of Diancie-Mega or Kyurem-B. It also takes massive damage or ends up being KOed from Aerilate Mega Rayquaza variants before it gets a chance to retaliate.
* Overall, using Garchomp means that one decides to check certain important threats with a unique wallbreaker at a cost of forcing themselves to acquire somewhat heavy team support for Garchomp to fulfill its role.
Cut down a bit here on the flowery language; this is a competitive Pokemon analysis, not a poetry contest. Some elaboration is fine, but 15 lines of overview is a bit much for a decent-at-best mom

Mold Breaker

Garchomp-Mega @ Dragonium Z / Choice Band / Choice Scarf
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe put 252 SpA here, as it is strictly superior; it doesn't aid the foes, but it can help in the rare occurrence that you have another special attacker and your foe hasn't power split.
Jolly Nature
- Thousand Arrows
- Precipice Blades / Earthquake
- Dragon Hammer / Pursuit put pursuit after PBlades, no-dragon-stab-Garchomp is outclassed by PDon.
- Switcheroo / Stealth Rockswitch the order here. Since Dragonium is the main set, slash SR first

Set Comments

Moves

* Thousand Arrows is the most spammable move in the set due to its decent raw power boosted from STAB and its potency to damage Flying types.
* Precipice Blades' massive base power turns many significant 2HKOs of Thousand Arrows into OHKOs, letting Garchomp break through walls easier at a cost of imperfect accuracy. If one does not favor this, Earthquake can be used.
I'd cut Earthquake, it just seems like it would always be worse than Blades or tarrows. If it does stay, give it a full bullet
* Dragon Hammer is used to hit opponents that resist or take little damage from Ground type moves, such as Grass and Flying types, and most importantly, Giratina and Zygarde-C. Flying types are hit just as hard by tarrows. If you need an example, mention dragons (like Mray or Zekrom) and Buzzwole
* Pusuit can be used to trap the likes of Mega Mewtwo Y, Mega Gengar, or Sturdy Shedinja that attempt to escape, especially when they fear Choice Scarf set. Mention this shouldn't be run with draginium z, and move to match set order.
* Switcheroo can be used to cripple an opponent that consistently walls Garchomp. Give examples+specify that it shouldn't be used on draginium sets
* Stealth Rock allows Garchomp to do something worthwhile even when its health is low or has been crippled by a burn, even against Magic Bounce users thanks to Mold Breaker.switch the order of this and switcheroo to match set+mention this should only be used on draginium

Set Details

* Maximum investment on Attack and Speed allows Garchomp to have maximum damage output while outspeeding other opponents in the similar Speed tier. this bullet is useless, you invest in every stat.
* Jolly nature is mandated over Adamant nature for Garchomp to outspeed opponents in the speed tier of 90, such as Primal Groudon.
* Choice Band allows Garchomp to have its damage output high enough to 2HKO its own Imposter with Ice Hammer, severely dent Mega Rayquaza with Thousand Arrows, or achieve guaranteed OHKO on Registeel with Precipice Blades. This Garchomp doesn't run ice hammer, and why would you use tarrows on Mray when you have dragon hammer.
* Choice Scarf can be used to root use a different word, root doesn't work here an unexpected KOs from the likes of all Mewtwo variants, Mega Gengar, or other Choice Scarf users.
* Dragonium Z allows Garchomp to deal heavy damage on Zygarde-C and Giratina with Subzero Slammer while ignoring rare abilities such as Fur Coat Thick Fat can free Garchomp from being locked into a single move, but is usually inferior to other Choice items outside this. Thick fat and fur coat are already ignored because mold breaker. Additionally, thick fat wouldn't effect this set anyway. Since draginium Z is the firs slash, it should be first here, and shouldn't be described as worse than the others, so fix one of the,.
* Mold Breaker lets Garchomp rack up a decent damage on Fur Coat users, and set hazard on opposing team without worrying about them being bounced back, allowing it to fit on hyper-offensive teams.

Usage Tips

* Simply spamming Thousand Arrows puts an opponent under pressure due to the fact that many Fur Coat user cannot consecutively take hits from Mold Breaker.
* Sturdy Shedinja is unable to wall this set and will instantly be KOed or be Pursuit trapped if the opponent sent it. This set can be a great aid for the team if one's team lacks appropriate check for Sturdy Shedinja or very paranoid variants that use protective moves to scout for Sunsteel Strike and Moongeist Beam.
* Choice Band set has hard time switching in due to its susceptibility to attackers like both Mewtwo Megas, Mega Rayquaza, or all opponents that is faster than Garchomp and has advantage in terms of typing.
* Slow U-turns from Pokemon such as (give examples) are necessary for Garchomp to successfully switch in without harm and inflict heavy damage on opponents.
* Choice Scarf set can pose a surprise on opponent; however, one is recommended not to reveal Garchomp's access to Choice Scarf until they ensure they can achieve KO. Though it has significantly less power than Choice Band set, it can contribute to late game clean-up with high speed from Choice Scarf.

Team Options

* Common walls that shut down most options from Garchomp include Zygarde-C, physically defensive Giratina and Audino-Mega, and Slowbro-Mega. One is strongly recommended to pair Garchomp with strong special attackers, such as Mega Mewtwo Y, Mega Gengar, or any -ate user with Boomburst. Isn't the entire point of Garchomp that it beats Giratina+Zygarde?
* Steel type support is almost mandatory so it can cover Garchomp's weakness almost flawlessly.
* When it comes to dealing with Imposters that transformed to Garchomp, Fur Coat user will have hard time walling this set due to the Mold Breaker ignoring the ability on damage calculation. This isn't a usage tip. Talk about what can wall, like Slowbro and Buzzwole and MegaAudino more+combine this with the next bullet
* Having physical walls with type advantages against Garchomp, such as Slowbro-Mega, will keep Garchomp's team from struggling against their own ally.

Magnet Pull Trapper

Garchomp-Mega @ Choice Band / Groundium Z
Ability: Magnet Pull
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Precipice Blades
- Dragon Hammer
- Switcheroo / Bolt Strike

Set Comments

Moves

* Thousand Arrows is the spammable STAB move that can hit Flying-types as well as having perfect accuracy.
* Precipice Blades, although it has imperfect accuracy, guarantees OHKO on most Steel-types when paired with Choice Band or Groundium Z, and dents most neutral targets.
* Dragon Hammer is used to severely dent Zygarde-C or Giratina, allowing Garchomp to function as an efficient wallbreaker for Dragon-type walls as well.
* Switcheroo locks an opponent into one move, and this can be very efficient if an opponent walls Garchomp every time it gets to fire an attack. And should only be used on choice band sets
* Bolt Strike allows Garchomp to OHKO Primal Kyogre and trap and eliminate rare Celesteela, which would otherwise take neutral damage from Thousand Arrows and manage to escape using U-turn or Parting shot.

Set Details

* Maximum investment on Attack and Speed lets Garchomp to hit as hard and as fast as possible. No need to mention investment, you invest in every stat
* Jolly nature is mandated to outspeed any unboosted foes with base Speed of 90, most notably Primal Groudon and Primal Kyogre.
* Choice Band allows Garchomp to do huge amount of damage that is enough to OHKO Registeel with Precipice Blades and Primal Kyogre with Bolt Strike.

Usage Tips

* This set will turn Garchomp into a fantastic team support that can trap and eliminate Steel-types bar Aegislash, opening a way for its team to sweep foe's team. It also cannot eliminate Solgaleo, as its best set runs max speed to avoid trapping from PDon
* It is important to lure and trap Steel-types in as early as possible, so using U-turn's or other switching moves from.... (examples) will easily open a way for Garchomp to freely switch in against Steel-type.
* There is no need to refrain to launch an attack if trapped Steel-type has access to Prankster and Destiny Bond; eliminating them is already an enormous amount of team support, and it will give a great chance for setup sweepers in Garchomp's team to wipe out foe's team if they get to setup, since most teams assume one Prankster support with Destiny Bond is sufficient to stop any sweep.
* Even when Garchomp is not trapping Steel-type, it can spam Thousand Arrows to keep pressure on foe's team, and this will be even more fearsome with Choice Band set.
* It is not recommended to pass Choice Band to other foe before successfully trapping and eliminating a Steel-type opponent, since Garchomp will miss lots of crucial OHKO against many Steel-types without it.
* In terms of overall power, this set is outclassed by Primal Groudon; however, Garchomp still has sufficient Attack stat to OHKO Steel-types, and it can threaten Giratina and Zygarde-C with STAB Dragon Hammer which Primal Groudon is incapable of doing without carrying coverage moves. Therefore, one can utilize Garchomp to force switches against aforementioned walls. This isn't a usage tip.

Team Options

* This set struggles with Fur Coat users such as Giratina and Zygarde-C, so strong special attackers are necessary to let Garchomp to deal enough damage to others. Special attackers such as? appreciate Garchomp's ability to trap and remove Steel-types that can easily wall them, and they will help Garchomp's team break through rest of the defense of the opposing team.
* As always, Steel-types are necessary in Garchomp's team in order to protect it from -ate users such as Mega Diancie and Kyurem-B. However, one should consider using Aegislash or other Steel-types with Shed Shell in order to prevent Imposter from copying Gachomp's ability and trapping them. This isn't at all relevant lol. If a chansey imposters a Garchomp, no one is going to switch in their steel-type wall to get trapped.
* Although Garchomp defeats most Primal Groudon and Kyogre variants in 1v1, it cannot stop them if aforementioned threats have any boost in Speed. Therefore, Garchomp's team will need a check to setup sweeper, and any bulky Prankster with Haze is going to wall them quite well.
* expand this with more options. At the very least, I should see some imposterproofing examples, Pokemon that appreciate steel-types being trapped, answers to setup if they catch Garchomp locked into something...

Mixed Adaptability

Garchomp-Mega @ Dragonium Z / Life Orb tbh swap the order here
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Draco Meteor
- Dragon Hammer
- Thousand Arrows
- Precipice Blades

Set Comments

Moves

* Draco Meteor, combined with Adaptability, nets incredible damage to physically defensive foes, and lets Garchomp get past walls that usually checks it. Along with Dragonium Z, it turns into a very powerful Devastating Drake with base power of 195.
* Dragon Hammer is a second STAB move that can be abused with Garchomp's significantly higher Attack stat, and it threatens Giratina and Zygarde-C if they lack Fur Coat.
* Thousand Arrows will do more than decent damage with Adaptability while hitting most targets in the metagame at least neutrally.
* Precipice Blades is a devastating weapon that is to be used to OHKO most Primal Groudon variants after Stealth Rock damage.

Set Details

* This set will let Garchomp purge not the word your looking for through walls that would normally wall it with other sets. Adaptability with some special attack moves will let Garchomp KO or severely dent walls such as Giratina, Zygarde-C, Mega Slowbro, or other physically defensive foes with Fur Coat.
* Draco Meteor, along with Dragonium Z, is powerful enough to OHKO Zygarde-C and Mega Slowbro after Stealth Rock, Giratina at full HP, and Primal Groudon after Stealth Rock and a bit of prior damage.this goes in moves or maybe usage tips after some editing, not here.
* Dragon Hammer will allow Garchomp to pressure aforementioned Dragon-type walls even after Garchomp has used Z move and has drop of Special Attack from Draco Meteor. Same as above
* Thousand Arrows is even more spammable in this set, thanks to its mediocre power boosted from Adaptability. Same
* Precipice Blades become very powerful with Adaptability, and barely any foe can switch into it. Same
* adaptability bullet
Life Orb
Draginium Z


Usage Tips

* Thanks to its immunity to Electric, Garchomp is best used as a switch-in to Electric types rather than a lead, but it can switch in on Pokemon such as Steel types as well, but it must watch out for pivoting moves which will cause Garchomp's team to hand over momentum if does not switch in appropriately. This bullet is vaguely worded and could use some edits
* It can also work early-game as a counter to any support walls such as that Garchomp has advantage in terms of typing.
* However, if it can't hit a foe for super effective damage, one should remove it from the battlefield, as it will not be effective, and will be worn down especially if it holds Life Orb. What? Lo chomp can totally pressure neutral walls
* Many unexpected opponents can run Ice type coverage moves or Core Enforcer, so one should be aware of this possibility if Garchomp is unable to KO an opponent.
Give some examples of imposterproofing (like fur coat audino)


Team Options

* Due to Garchomp's unique offensive set, one is strongly recommened to carry Fairy-types or Ground-immune Flying-types to sponge Impostered Garchomp's attack.
* Foe's team will have most of their walls struggling against this set, due to Garchomp being able to bypass Steel-types that can take Dragon-type STAB moves with Thousand Arrows or Precipice Blades, while Fairy-types that can sponge Dragon-type moves usually struggle against Adaptability-boosted Ground-type moves. Therefore, Garchomp should be kept safe and be switched in with safety, so slow supports with appropriate switching moves such as U-turn will help Garchomp to fulfill its role much easier.
* Garchomp also appreciates Stealth Rock support, since Stealth Rock damage will secure most OHKO from this set.
* However, as always, Steel type walls are necessary in this team to protect Garchomp from -ate users.

Other Options

Put uturn here for choice sets especially
I think the unaware trapping set with shift gear/ waves/shore up/filler (usualky multi attack) should also get a Mention, and maybe the poison heal set because offensive PH zyggy is just so bad.

* In physically offensive sets, Crabhammer is a considerable option to always guarantee a OHKO on Primal Groudon with Choice Band, but Earthquake's power is sufficient enough to OHKO Primal Groudon by 75% chance after Stealth Rock damage, and Precipice Blades fits better in general.
* In mixed Adaptability set, Groundium Z can be used to OHKO Primal Groudon in every circumstances as well as coping well with Fairy-type Fur Coat users. However, this is generally inferior to Dragonium Z due to the fact that Garchomp will lose its ability to check Giratina and Zygarde-C, and Sunsteel Strike hits Fairy-types hard enough and is also able to check Sturdy Shedinja. Cut this. You'd be better off running life Orb and OHKOing PDon with precipice blades
* Core Enforcer can be fit in mixed Adaptability set, but the power is inferior to Draco Meteor and it fails to OHKO Zygarde-C and Giratina even with Devastating Drake. In addition, it will give Garchomp's team harder time walling Imposters due to Core Enforcer suppressing abilities on switch-in.
* Changing ability to Dazzling with Choice Scarf leaves Garchomp invulnerable to priority moves from unboosted -ate users as well as blocking Parting Shot from Prankster Steel types, but the damage output will be significantly less powerful. However, it can still function as somewhat effective revenge killer.

Checks and Counters

Fur Coat: Unless Garchomp has Mold Breaker or has mixed Adaptability set, Fur Coat will shut down most of Garchomp's options, leaving it unable to do much damage, and force Garchomp to switch into different ally, handing over the momentum to foe's team. That's the first and the last set though??? This 100% shouldn't be the first C&C bullet

-ate users: Garchomp is generally weak to priority itself, but its huge weakness to -ate users is worthy of specific and separate mentions. Garchomp has very exploitable weakness from Refrigerate and Pixilate, meaning Kyurem-B and Mega Diancie is a nightmare and bane to Garchomp's role. It is always forced to switch out, unless a Choice Scarf set is used under the Psychic Terrain.

Mega Slowbro: While common walls struggle from Choice Band set or Dragon type coverage moves, Slowbro can constantly wall Garchomp with its 180 Defense stat and threaten to burn it using Scald or KO it with rare Ice type coverage moves. In addition, it often equips Slowbronite or Z-Crystal to keep itself from being crippled by Switcheroo. If Mega Slowbro has Fur Coat, Garchomp has no option to have a match up against it, but Slowbro has to watch out for Draco Meteor boosted from Adaptability that aims its significantly lower Special Defense. About that 252 Atk Choice Band Garchomp-Mega Precipice Blades vs. 252 HP / 252+ Def Slowbro-Mega: 169-199 (42.8 - 50.5%) -- 95.7% chance to 2HKO after Stealth Rock

Status: Burn leaves Garchomp useless for the rest of the battle unless a cleric is present in the team. A rare paralysis caused by Glare is very tragic, especially Garchomp has equipped a Choice Scarf to outspeed threats. Poison, while not devastating as Burn and Paralysis, puts a timer on Garchomp and forces it to win mind games when it gains a chance executing a move to damage opposing team as much as possible before it succumbs to Poison.
In all honesty, I think the scarf set should be its own set or in OO. You should never have scarf and band on the same set; even if the moves are the same, the usage tips aren't.
 
Garchomp-Mega analysis:




Overview

* Garchomp-Mega is often ignored as "Inferior Groudon" in Balanced Hackmons metagame duemostly due to its inferior typing, you mention how it's weak to ates, but offensively it;s also missing stab vcreate to its susceptibility to -ate users that Primal Groudon has less concerns with, and by the fact that overall stat that is quite lower as well.
* However, Garchomp's niche comes from its base Speed of 92, which is slightly higher than the speed tier of both Primals, and a Dragon Typing, which allows Garchomp to be one of the few physical-oriented attackers that can threaten Giratina and Zygarde-C.
* The unique speed tier allows Garchomp to check Primal Groudon itself, as well as threaten any attacker that has mediocre speed and frailty in terms of taking physical attacks.like kyogre or zekky
you can combine the two previous points, saying :garchomp's niche is base speed because... and dragon type because... . Also worth mentioning that dragon and ground have good synergy due to ground hitting steel types

* In addition, its access to STAB boost in Ground-type moves allows it to hit almost the entire metagame at least neutrally when paired with Thousand Arrows and appropriate coveragedun need coverage, there's no relevant ground resist moves with its monstrous 170 base attack, which is the second highest among all Ground types in the metagameyou can remove "in the metagame", it's just the second highest among all ground types.
* That said, Garchomp poses a huge weakness to -ate users are is always forced to switch against the likes of Diancie-Mega or Kyurem-B. It also takes massive damage or ends up being KOed from Aerilate Mega Rayquaza variants before it gets a chance to retaliate.review grammar in this point
*Garchomp's spa stat while useable is also dissapointing compared to the rest of the meta

* Overall, using Garchomp means that one decides to check certain important threats with a unique wallbreaker at a cost of forcing themselves to acquire somewhat heavy team support for Garchomp to fulfill its role.yes

Mold Breaker

Garchomp-Mega @ Dragonium Z / Choice Band
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Precipice Blades / Pursuit
- Dragon Hammer
- Stealth Rock / Switcheroo / pursuit

Set Comments

Moves

* Thousand Arrows is the most spammable move in the set due to its decent raw power boosted from STAB and its excellent neutral coverage due to its potency to damage Flying types.
* Precipice Blades' massive base power turns many significant 2HKOs of Thousand Arrows into OHKOsallows garchomp to score significant OHKOs or 2HKOs that wouldn't be possible with arrows, such as groudon or Maudino, letting Garchomp break through walls easier at a cost of imperfect accuracy.
* Dragon Hammer is used to hit opponents that resist or take little damage from Ground type moves, such as Mega Rayquaza or Mega Sceptile on switch-in, Giratina and Zygarde-C.you worded that in a confusing way
* Pusuit can be used to trap the likes of Mega Mewtwo Y, Mega Gengar, or Sturdy Shedinja that attempt to escape, but it should only be paired with Choice Band set.worth insisting on shedinja as moldy pursuit is the best way to take it out
* Stealth Rock allows Garchomp to do something worthwhile with Dragonium Z set even when its health is low or has been crippled by a burn, even against Magic Bounce users thanks to Mold Breaker.
* Switcheroo can be used with Choice Band to cripple an opponent that consistently walls Garchomp, such as Mega Slowbro lacking Z-crystal.

Set Details

* Jolly nature is mandated over Adamant nature for Garchomp to outspeed opponents in the speed tier of 90, such as Primal Groudon.
* Dragonium Z allows Garchomp to deal heavy damage on Zygarde-C and Giratina with Devestating Drake while ignoring abilities such as Fur Coat. This item also does not lock Garchomp into a single move.
* Choice Band allows Garchomp to have its damage output high enough to 2HKO Mega Rayquaza with Thousand Arrows on the switch-in and OHKO Registeel and groudon with Precipice Blades.
* Mold Breaker lets Garchomp ignore problematic abilities such as fur coat, sturdy and magic bounce, allowing chomp to weaken or cripple teams in the early gamerack up a decent damage on Fur Coat users, and set hazard on opposing team without worrying about them being bounced back, allowing it to fit making it a good fit on hyper-offensive teams.

Usage Tips

* Simply spamming Thousand Arrows puts an opponent under pressure due to the fact that many Fur Coat user cannot consecutively take hits from Mold Breaker.like kyogre or chansey
* Sturdy Shedinja is unable to wall this set and will instantly be KOed or be Pursuit trapped if the opponent sent it. This set can be a great aid for the team if one's team lacks appropriate check for Sturdy Shedinja or very paranoid variants that use protective moves to scout for Sunsteel Strike and Moongeist Beam.
* Choice Band set has hard time switching in due to its susceptibility to attackers like both Mewtwo Megas, Mega Rayquaza, or all opponents that is faster than Garchomp and has advantage in terms of typing.
* Slow U-turns from supports such as Registeel or Mega Audino are necessary for Garchomp to successfully switch in without harm and inflict heavy damage on opponents.
* Choice Scarf set can pose a surprise on opponent; however, one is recommended not to reveal Garchomp's access to Choice Scarf until they ensure they can achieve KO. Though it has significantly less power than Choice Band set, it can contribute to late game clean-up with high speed from Choice Scarf.if you want to speak about scarf, slash scarf in the set, otherwise keep that in OO

also some of the points aren't exactly "tips", you're just saying stuff. Make sure you're actually giving usage tips.


Team Options

* Common walls that shut down most options from Garchomp include Zygarde-C, physically defensive Giratina and Audino-Mega, and Slowbro-Mega.I assume you're saying this because of imposterproofing, so you should probably say it
One is strongly recommended to pair Garchomp with strong special attackers, such as Mega Mewtwo Y, Mega Gengar, or any -ate user with Boomburst.
* Steel type support is almost mandatory so it can cover Garchomp's weakness almost flawlessly.
* Having physical walls with type advantages against Garchomp, such as Slowbro-Mega, Buzzwole, and Mega Audino, will keep its team from struggling against Impostered Garchomp.wait, you say it there, so what's the first point about?

Magnet Pull Trapper

Garchomp-Mega @ Choice Band / Groundium Z
Ability: Magnet Pull
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Precipice Blades
- Dragon Hammer
- Switcheroo / Bolt Strike

Set Comments

Moves

* Thousand Arrows is the spammable STAB move that can hit Flying-types as well as having perfect accuracy.
* Precipice Blades, although it has imperfect accuracy, guarantees OHKO on most Steel-types when paired with Choice Band or Groundium Z, and dents most neutral targets.
* Dragon Hammer is used to severely dent Zygarde-C or Giratina, allowing Garchomp to function as an efficient wallbreaker for Dragon-type walls as well.
* Switcheroo locks an opponent into one move, and this can be very efficient if an opponent walls Garchomp every time it gets to fire an attack. This should only be used in Choice Band sets.
* Bolt Strike allows Garchomp to OHKO Primal Kyogre and trap and eliminate rare Celesteela, which would otherwise take neutral damage from Thousand Arrows and manage to escape using U-turn or Parting shot.

Set Details

* Jolly nature is mandated to outspeed any unboosted foes with base Speed of 90, most notably Primal Groudon and Primal Kyogre.and non min speed solgaleo
* Choice Band allows Garchomp to do huge amount of damage that is enough to OHKO Registeel with Precipice Blades and Primal Kyogre with Bolt Strike.
* Groundium Z, while the power will not be consistent as Choice Band set and is unable to OHKO Primal Kyogre with Bolt Strike, gives Garchomp safer option to eliminate Steel-types without having to worry about missing Precipice Blades.
* In terms of overall power, this set is outclassed by Primal Groudon; however, Garchomp still has sufficient Attack stat to OHKO Steel-types, and it can threaten Giratina and Zygarde-C with STAB Dragon Hammer which Primal Groudon is incapable of doing without carrying coverage moves. Therefore, one can utilize Garchomp to force switches against aforementioned walls.

Usage Tips

* This set will turn Garchomp into a fantastic team support that can trap and eliminate Steel-types bar Aegislash and Solgaleo with maximized Speed, opening a way for its team to sweep foe's team.
* It is important to lure and trap Steel-types in as early as possible, so using U-turn's or other switching moves from previously mentioned bulky and slow supportswho? When did you mention that? The point is to lure in steels with mons that are typically walled by them like rayquaza or mewtwo so ideally use volt switch with them, not with a bulky pivot. Also baiting and double switching, playing aggresively will easily open a way for Garchomp to freely switch in against Steel-type.
* There is no need to refrain to launch an attack if trapped Steel-type has access to Prankster and Destiny Bond; eliminating them is already an enormous amount of team support, and it will give a great chance for setup sweepers in Garchomp's team to wipe out foe's team if they get to setup, since most teams assume one Prankster support with Destiny Bond is sufficient to stop any sweep.
* Even when Garchomp is not trapping Steel-type, it can spam Thousand Arrows to keep pressure on foe's team, and this will be even more fearsome with Choice Band set.
* It is not recommended to pass Choice Band to other foe before successfully trapping and eliminating a Steel-type opponent, since Garchomp will miss lots of crucial OHKO against many Steel-types without it.

Team Options

* This set struggles with Fur Coat userspretty irrelevant, this is a support set, the team option should really just be mons / setup sweepers / wallbreakers that requires steels to be removed like scarf contrary dragons, specs / triage ray / tg or ss mmy... this is what you should be focusing on such as Giratina and Zygarde-C, so strong special attackers are necessary to let Garchomp to deal enough damage to others. Special attackers such as Mega Mewtwo Y and Mega Rayquaza appreciate Garchomp's ability to trap and remove Steel-types that can easily wall them, and they will help Garchomp's team break through rest of the defense of the opposing team.
*switchins moves on the mentioned sweepers / wallbreakers like volt switch on ray can help safely trap steels without the need to double switch
* Although Garchomp defeats most Primal Groudon and Kyogre variants in 1v1, it cannot stop them if aforementioned threats have any boost in Speed. In addition, after Garchomp is locked into a Ground-type move with Choice Band set, opponent can use it as a setup fodder by sending the likes of Mega Rayquaza or Yveltal. Therefore, Garchomp's team will need a check to setup sweeper, and any bulky Prankster with Haze is going to wall them quite well.
* One can use Fur Coat walls such as Mega Slowbro or Mega Audino to easily wall Imposter that has transformed into Garchomp with this set. However, Fur Coat Slowbro is not the best choice to wall Garchomp's Imposter if Garchomp originally has Bolt Strike.you don't need fur coat, remember that imposter doesn't have choice band, most physical walls on a team will deal with it quite well
* defog support can get read of the rare stiky web which can make some steels outspeed chomp


Mixed Adaptability

Garchomp-Mega @ Life Orb / Dragonium Z
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Draco Meteorre-order to arrows / draco / pbaldes / hammer
- Dragon Hammer
- Thousand Arrows
- Precipice Blades

Set Comments

Moves

* Draco Meteor, combined with Adaptability, nets incredible damagehow much damage exactly? Can't you just say "OHKOs after rocks" or smt? to physically defensive foeslike?, and lets Garchompalso bait in walls get past walls that usually checks it. Along with Dragonium Z, it turns into a very powerful Devastating Drake with base power of 195 and?.
* Dragon Hammer is a second STAB move that can be abused with Garchomp's significantly higher Attack stat, and it threatens Giratina and Zygarde-C if they lack Fur Coat.
* Thousand Arrows will do more than decent damage with Adaptability while hitting most targets in the metagame at least neutrallyalso hits dragon resists.
* Precipice Blades is a devastating weapon that is to be used to OHKO most Primal Groudon variants after Stealth Rock damage.the calcs are confusing, with what item are you talking about? arrows with lo kos don after rocks, blades with lo always kos don. Blades can also OHKO ogre after rocks and 2HKO fur coat mons that can take draco like fini and ogre after rocks and some prior damage
you need to be more clear in what you're saying.


Set Details

* Naive nature has been chosen so Garchomp can outspeed unboosted Primal Groudon and Kyogre, while not hampering its own Special Attack stat which is crucial in terms of attacking physically defensive walls.it also chooses to lower spd to take a hit from groudon and general uturn n shit better
* Adaptability strengthens Garchomp's already strong Attack stat even further, in addition to improving the damage output from its mediocre Special Attack stat.
* Life Orb lets Garchomp consistently do high damage and grants enough boost to OHKO Primal Groudon with Precipice Blades and Giratina with Draco Meteor in nearly all cases after Stealth Rock damage, in exchange of having bothersome recoil that puts Garchomp in timer.
* Dragonium Z lets Garchomp launch an Adaptability-boosted Devastating Drake, letting it dentdent? this is mainly to guarantee and OHKO on zygarde n stuff any neutral foes, and notable walls such as Giratina and Zygarde-C.

Usage Tips

* This set can work early-game as a counter to any support walls that Garchomp has advantage in terms of typing.
* However, if it can't manage to damage the foe and switch out without major harm, one should remove it from the battlefield, as it will not be effective, and will be worn down especially if it holds Life Orb.I have no idea what you're saying here
* Many unexpected opponents can run Ice-type coverage moves or Core Enforcer, so one should be aware of this possibility if Garchomp is unable to KO an opponent.tips? scouting for moves, safe pivoting...
Adapt chomp should be used as a hit and run wallbreaker, coming in with safe pivot or predicted double switches on recovery move and denting holes in the enemy team
*chip damage from hazards or uturns is hugely beneficial to get he 2HKOs on fur coat mons like kyogre n stuff


Team Options

* Due to Garchomp's unique offensive set, one is strongly recommened to carry Fairy-types or Ground-immune Flying-typesyou're running arrows? to sponge Impostered Garchomp's attack. Fairy-types that can absorb Dragon-type moves such as Mega Audino and Xerneas can handle Impostered version of this set well if paired with Fur Coat.fur coat kyogre is really good with this. Lugia can wall it safely by virtue of outspeeding it, or arceus. any fur coat mon with enough special bulk to take draco. Shedinaj is also an option albeit sketchy. Don't be afraid to either change some of the moves or run a niche counter to make this set as powerful as possible. it's actually generally better to run niche imposterproofing than to let this set get walled by more things. Sunsteel is an option to hit fc fairy types and leech seed can chip mons while recovering lo damage
* Foe's team will have most of their walls struggling against this set, due to Garchomp being able to bypass Steel-types that can take Dragon-type STAB moves with Thousand Arrows or Precipice Blades, while Fairy-types that can sponge Dragon-type moves usually struggle against Adaptability-boosted Ground-type moves. Therefore, Garchomp should be kept safe and be switched in with safety, so slow supports with appropriate switching moves such as U-turn will help Garchomp to fulfill its role much easier.like who??, steel types that can wall ates are good for that
* Garchomp also appreciates Stealth Rock support, since Stealth Rock damage will secure most OHKO from this set.
* However, as always, Steel type walls are necessary in this team to protect Garchomp from -ate users.
* anything weakening imposter is appreciated, that can be w/e trapping strat or para spam

Other Options

* If Garchomp has Choice Items, U-turn is always a viable option that lets Garchomp pivot in situations such as forced switches.
* The set with Thousand Waves, Shift Gear, Shore Up, and Spectral Thief can function as a decent Imposter lure that lets Garchomp trap and eliminate it.remove that, that's bad
* Poison Heal set is also viable for Garchomp thanks to the virtue of its statsand the fact that it only needs one move to hit everything. The set with Thousand Arrows, Knock Off or Leech Seed, Will-O-Wisp and Shift Gear is capable of breaking through defensive and unprepared teams as well as being able to defeat its own Imposter.but it's generally lackluster due to the prevalence of core enforcer in the meta
* In physically offensive sets, Crabhammer is a considerable option to always guarantee a OHKO on Primal Groudon with Choice Band, but the raw power of Precipice Blades fits better in general and makes this option somewhat inferior.remove that, every set you mentionned OHKOs groudon on blades
* Core Enforcer can be fit in mixed Adaptability set, but the power is inferior to Draco Meteor and it fails to OHKO Zygarde-C and Giratina even with Devastating Drake. In addition, it will give Garchomp's team harder time walling Imposters due to Core Enforcer suppressing abilities on switch-in.
* Changing ability to Dazzling with Choice Scarf leaves Garchomp invulnerable to priority moves from unboosted -ate users as well as blocking Parting Shot from Prankster Steel types, but the damage output will be significantly less powerful. However, it can still function as somewhat effective revenge killer.

Checks and Counters

-ate users: Garchomp is generally weak to priority itself, but its huge weakness to -ate users is worthy of specific and separate mentions. Garchomp has very exploitable weakness from Refrigerate and Pixilate, meaning Kyurem-B and Mega Diancie is a nightmare and bane to Garchomp's role. It is always forced to switch out, unless a Choice Scarf set is used under the Psychic Terrain.

Mega Slowbro: While common walls struggle from Choice Band set or Dragon type coverage moves, Slowbro can constantly wall Garchomp with its 180 Defense stat and threaten to burn it using Scald or KO it with rare Ice type coverage moves. In addition, it often equips Slowbronite or Z-Crystal to keep itself from being crippled by Switcheroo. This often forces Garchomp to run a specific coverage move such as Bolt Strike to do enough damage to defeat Slowbro. If Mega Slowbro has Fur Coat, Garchomp has no option to have a match up against it, but Slowbro has to watch out for Draco Meteor boosted from Adaptability that aims its significantly lower Special Defense. Also, it often struggles taking continuous damage from Choice Band set.I don't think slowbro deserves a specific mention

Fur Coat: Unless Garchomp has Mold Breaker or has mixed Adaptability set, Fur Coat will shut down most of Garchomp's options, leaving it unable to do much damage, and force Garchomp to switch into different ally, handing over the momentum to foe's team.

add core enforcer, the prevalence of this move in the meta and chomp's lackluster spd makes it really hard for him

add faster mons, garchomp rarely boosts and mons like ray / mmy can easily OHKO it


Status: Burn leaves Garchomp useless for the rest of the battle unless a cleric is present in the team. A rare paralysis caused by Glare is very tragic, especially Garchomp has equipped a Choice Scarf to outspeed threats. Poison, while not devastating as Burn and Paralysis, puts a timer on Garchomp and forces it to win mind games when it gains a chance executing a move to damage opposing team as much as possible before it succumbs to Poison.
Try to be a bit more precise in what you say, and remember that usage tips should have tips.
 

RNGIsFatal

Banned deucer.
Try to be a bit more precise in what you say, and remember that usage tips should have tips.
I have implemented everything motherlove suggested / advised / asked me, and I added additional options for the Mixed Adaptability set and moved Core Enforcer from Other Options section to the Moves sections.

I think I am ready for official checks at this point.
 

cityscapes

Take care of yourself.
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AM QC COMIN THRU GET OUT THE WAY

Garchomp-Mega analysis:



Overview

* Although Garchomp-Mega is comparably worse than Primal Groudon due to its weakness to -ate users and less raw power, its niche comes from base Speed of 92, which outspeeds important threats such as Primal Groudon, Primal Kyogre, Zekrom, and more. that's not its niche, its niche is the typing
* Dragon and Ground-typing allows Garchomp to hit almost the entire metagame at least neutrally while threatening Steel-types and Giratina at the same time, thanks to its ability to utilize Thousand Arrows, Precipice Blades, Dragon Hammer, and other moves with STAB boost.
* Its 170 Atk stat is the second highest among all Ground-types, and this lets Garchomp be an immense threat over the match.
* 120 Special Attack, while usable as a check to Fur Coat Giratina and Zygarde in efficient way, it is quite disappointing compared to the rest of the meta, and it is often forced to run physical-oriented sets.
* The most disappointing trait of Garchomp is its weakness to -ate attackers with priority such as Kyurem-B and Mega Diancie. This forces Garchomp to switch out a lot, and every time it causes loss of momentum. also it's not as bulky compared to pdon and it has a core weakness
* Overall, using Garchomp means that one decides to check certain important threats with a unique wallbreaker at a cost of forcing themselves to acquire somewhat heavy team support for Garchomp to fulfill its role.

Mold Breaker

Garchomp-Mega @ Dragonium Z / Choice Band / Choice Scarf
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Precipice Blades
- Dragon Hammer
- Stealth Rock / Switcheroo / Pursuit

you should have at least brought this set in omfl smh

Set Comments

Moves

* Thousand Arrows is the most spammable move in the set due to its decent raw power boosted from STAB and its excellent neutral coverage due to its potency to damage Flying types.
* Precipice Blades has significantly more power, and lets Garchomp to reliably OHKO Primal Groudon with Choice Band, and 2HKO Mega Audino. The move also makes breaking walls easier at a cost of imperfect accuracy.
* Dragon Hammer is the reason to choose Garchomp over other physical wallbreakers. It hits Giratina and Zygarde-C supereffectively with a STAB boost.
* Stealth Rock allows Garchomp to do something worthwhile with Dragonium Z set even when its health is low or has been crippled by a burn, even against Magic Bounce users thanks to Mold Breaker.
* Switcheroo can be used with Choice Band to cripple an opponent that consistently walls Garchomp, such as Mega Slowbro and Mega Audino lacking Z-crystal. also works with scarf ?_?
* Pursuit can be used to trap the likes of Mega Mewtwo Y, Mega Gengar, or Sturdy Shedinja that attempt to escape, but it should only be paired with Choice Band or Choice Scarf set. It will also allow Mega Garchomp to reliably eliminate Sturdy Shedinja due to Mold Breaker bypassing Sturdy. i'd say it works with dragonium, if your team wants shed gone go for it. i would remove the mmy/gengar part because most likely you're just clickin stab anyway and pursuit is too risky like what if they stay in and ohko back? other options include snatch on dragonium which is amazing for shell smash/recovery and leech seed because leech seed is busted. also shift gear maybe and dragon memory for ez imposter-proof

Set Details

* Jolly nature is chosen over Adamant nature for Garchomp to outspeed opponents in the speed tier of 90, such as Primal Groudon.
* Dragonium Z allows Garchomp to deal heavy damage on Zygarde-C and Giratina with Devestating Drake while ignoring problematic abilities such as Fur Coat. This item also does not lock Garchomp into a single move.
* Choice Band allows Garchomp to have its damage output high enough to 2HKO Mega Rayquaza with Thousand Arrows on the switch-in and OHKO Registeel and Primal Groudon with Precipice Blades.
* Mold Breaker lets Garchomp deal massive damage while ignoring problematic ability such as Fur Coat and Sturdy, and set Stealth Rock on opposing team ignoring Magic Bounce. This allows Garchomp to function outsides balance teams.

Usage Tips

* Simply spamming Thousand Arrows pressures the opponent, since Fur Coat walls such as Primal Kyogre or Chansey cannot consecutively take damage from Mold Breaker.
* Garchomp can be a solid check to Sturdy Shedinja, if one cannot have other teammates to have an appropriate check against it. Once Garchomp safely switches into Sturdy Shedinja, it can successfully get rid of it using Pursuit, but it cannot switch into Endeavor. also moldy sr is cool vs shed teams, defoggers can't switch in
* Choice Band set has hard time switching in due to its susceptibility to attackers, such both Mega's of Mewtwo, Mega Rayquaza, and many other opponents that is faster than Garchomp and has advantage in terms of typing.
* Garchomp's typing leaves it vulnerable to prevalent coverage moves such as Core Enforcer. Slow U-turns from supports such as Registeel or Mega Audino are necessary for Garchomp to successfully switch in without harm and inflict heavy damage on opponents.
* Choice Scarf set can pose a surprise on opponent; however, one is recommended not to reveal Garchomp's access to Choice Scarf until they ensure they can achieve crucial KO against Mewtwo, Choice Scarf Primal Groudon, Mega Rayquaza, and others. Though it has significantly less power than Choice Band set, it can contribute to late game clean-up with high speed from the item.

Team Options

* Common walls that shut down most options from Garchomp include Zygarde-C, physically defensive Giratina and Audino-Mega, and Slowbro-Mega. On the other hand, aforementioned walls can be good allies to imposter-proof Garchomp, however. zyg and giratina don't wall it tho ?_?
* One is strongly recommended to pair Garchomp with strong special attackers, such as Mega Mewtwo Y, Mega Gengar, or any -ate user with Boomburst who are capable of threatening defensive behemoths such as Mega Slowbro.
* Steel type support is almost mandatory so it can cover Garchomp's weakness almost flawlessly.

Magnet Pull Trapper

Garchomp-Mega @ Choice Band / Groundium Z
Ability: Magnet Pull
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Precipice Blades
- Dragon Hammer
- Switcheroo / Bolt Strike

Set Comments

Moves

* Thousand Arrows is the spammable STAB move that can hit Flying-types as well as having perfect accuracy.
* Precipice Blades, although it has imperfect accuracy, guarantees OHKO on most Steel-types when paired with Choice Band or Groundium Z, and dents most neutral targets.
* Dragon Hammer is used to severely dent Zygarde-C or Giratina, allowing Garchomp to function as an efficient wallbreaker for Dragon-type walls as well.
* Switcheroo locks an opponent into one move, and this can be very efficient if an opponent walls Garchomp every time it gets to fire an attack. This should only be used in Choice Band sets.
* Bolt Strike allows Garchomp to OHKO Primal Kyogre and trap and eliminate rare Celesteela, which would otherwise take neutral damage from Thousand Arrows and manage to escape using U-turn or Parting shot.

Set Details

* Jolly nature is mandated to outspeed any unboosted foes with base Speed of 90, most notably Primal Groudon, Primal Kyogre, and Solgaleo with minimum Speed.
* Choice Band allows Garchomp to do huge amount of damage that is enough to OHKO Registeel with Precipice Blades and Primal Kyogre with Bolt Strike.
* Groundium Z, while the power will not be consistent as Choice Band set and is unable to OHKO Primal Kyogre with Bolt Strike, gives Garchomp safer option to eliminate Steel-types without having to worry about missing Precipice Blades.
* In terms of overall power, this set is outclassed by Primal Groudon; however, Garchomp still has sufficient Attack stat to OHKO Steel-types, and it can threaten Giratina and Zygarde-C with STAB Dragon Hammer which Primal Groudon is incapable of doing without carrying coverage moves. Therefore, one can utilize Garchomp to force switches against aforementioned walls.

Usage Tips

* This set will turn Garchomp into a fantastic team support that can trap and eliminate Steel-types bar Aegislash and Solgaleo with maximized Speed, opening a way for its team to sweep foe's team.
* One of the best ways to lure in Steel-types is making aggressive moves with offensive wallbreakers such as Mega Mewtwo Y or Mega Rayquaza with a switching move, such as U-turn or Volt Switch.
* There is no need to refrain to launch an attack if trapped Steel-type has access to Prankster and Destiny Bond; eliminating them is already an enormous amount of team support, and it will give a great chance for setup sweepers in Garchomp's team to wipe out foe's team if they get to setup, since most teams assume one Prankster support with Destiny Bond is sufficient to stop any sweep.
* Even when Garchomp is not trapping Steel-type, it can spam Thousand Arrows to keep pressure on foe's team, and this will be even more fearsome with Choice Band set.
* It is not recommended to pass Choice Band to other foe before successfully trapping and eliminating a Steel-type opponent, since Garchomp will miss lots of crucial OHKO against many Steel-types without it.

Team Options

* One is strongly recommended to acquire sweepers that appreciate Garchomp's ability to trap and eliminate Steel-types, such as set-up sweepers that do not appreciate Prankster and Haze from the likes or Registeel, Contrary user with choice items that are walled by Steel-types, Triage Mega Rayquaza that has hard time breaking through Steel-types in general, and others.
* Aforementioned sweepers can carry switching moves such as Volt Switch in order to let Garchomp freely switch in against Steel-types.
* Although Garchomp defeats most Primal Groudon and Kyogre variants in 1v1, it cannot stop them if aforementioned threats have any boost in Speed. In addition, after Garchomp is locked into a Ground-type move with Choice Band set, opponent can use it as a setup fodder by sending the likes of Mega Rayquaza or Yveltal. Therefore, Garchomp's team will need a check to setup sweeper, and any bulky Prankster with Haze is going to wall them quite well.
* One can use defensive walls such as Mega Slowbro or Mega Audino to easily wall Imposter that has transformed into Garchomp with this set. However, Slowbro is not the best choice to wall Garchomp's Imposter if Garchomp originally has Bolt Strike.
* Rare entry hazard of Sticky Web slows Garchomp, and it often leaves Garchomp outsped by some Steel-types such as Solgaleo. Defog Support can get rid of this and let Garchomp accomplish its role easier.

Mixed Adaptability

Garchomp-Mega @ Life Orb / Dragonium Z
Ability: Adaptability
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Naive Nature
- Thousand Arrows
- Draco Meteor / Core Enforcer
- Precipice Blades / Sunsteel Strike / Leech Seed
- Dragon Hammer

Set Comments

Moves

* Thousand Arrows will do more than decent damage with Adaptability while hitting most targets in the metagame at least neutrally and hitting Dragon-resistant-types neutrally.
* Draco Meteor, combined with Adaptability, nets incredible damage against Dragon-types, and is capable of OHKOing Giratina after Stealth Rock damage. It also punishes physically defensive walls such as Slowbro when it switches in. Along with Dragonium Z, it turns into a very powerful Devastating Drake with base power of 195 and it is capable of OHKOing walls that Draco Meteor cannot.
* Core Enforcer can be fit in the set, but the power is inferior to Draco Meteor and it fails to OHKO Zygarde-C and Giratina even with Devastating Drake. However, its ability to get rid of Fur Coat on the switch is sometimes worth.
* Precipice Blades is a devastating weapon that is to be used to OHKO most Primal Groudon and Primal Kyogre variants after Stealth Rock damage with Life Orb.
* Sunsteel Strike is used to punish bulky Fairy-types such as Mega Audino or Xerneas, as well as hitting Sturdy Shedinja.
* Leech Seed, while it may seem as an odd option for offensive set, helps Garchomp recover damage from Life Orb and entry hazards as well as letting its teammate wall Imposter easier if it was seeded on the switch. It also eliminates Sturdy Shedinja on the switch.
* Dragon Hammer is a second STAB move that can be abused with Garchomp's significantly higher Attack stat, and it threatens Giratina and Zygarde-C if they lack Fur Coat. what is the benefit over draco/core? regenvest gira/zyg are very uncommon and lose to core either way.

Set Details

* Naive nature has been chosen so Garchomp can outspeed unboosted Primal Groudon and Kyogre, while not hampering its own Special Attack stat which is crucial in terms of attacking physically defensive walls. It also helps Garchomp take a hit from Primal Groudon and U-turns from pivots better.
* Adaptability strengthens Garchomp's already strong Attack stat even further, in addition to improving the damage output from its mediocre Special Attack stat.
* Life Orb lets Garchomp consistently do high damage and grants enough boost to OHKO Primal Groudon with Precipice Blades and Giratina with Draco Meteor in nearly all cases after Stealth Rock damage, in exchange of having bothersome recoil that puts Garchomp in timer.
* Dragonium Z lets Garchomp launch an Adaptability-boosted Devastating Drake, letting it KO notable walls such as Giratina and Zygarde-C.

Usage Tips

* This set can work early-game as a counter to any support walls that Garchomp has advantage in terms of typing.
* Garchomp generally functions as hit-and-run wallbreaker with this set, and it should be switched on safe pivoting, double switches, and recovery moves, heavily damaging or crippling the opposing team.
* Many unexpected opponents can run Ice-type coverage moves or Core Enforcer, so one should be aware of this possibility if Garchomp is unable to KO an opponent. Scouting the opposing team, such as using Imposter or pivoting safely, is necessary to keep Garchomp safe.
* Prior damage from pivoting moves or entry hazard is very beneficial for Garchomp to secure 2HKOes on Fur Coat walls and OHKOes on both Primals.

Team Options

* Due to Garchomp's unique offensive set, one is strongly recommened to carry Fur Coat user with high Special Defense to sponge Impostered Garchomp's attack. Fur Coat Kyogre can take Draco Meteor quite well and retaliate with Ice-type coverage moves or threaten to burn Imposter with Scald, Lugia and Arceus has even better overall bulk and check Garchomp better due to the virtue of its Speed, and Shedinja can also work as a solid check. If Garchomp carries Core Enforcer, Fur Coat Audino or Xerneas can check this set assuming it lacks Sunsteel Strike. If Garchomp has both Core Enforcer and Sunsteel Strike, Fur Coat Tapu Fini is the most appropriate wall to imposter-proof this set.
* Foe's team will have most of their walls struggling against this set, due to Garchomp being able to bypass Steel-types that can take Dragon-type STAB moves with Thousand Arrows or Precipice Blades, while Fairy-types that can sponge Dragon-type moves usually struggle against Adaptability-boosted Ground-type moves. Therefore, Garchomp should be kept safe and be switched in with safety, so slow supports such as Registeel with appropriate switching moves such as U-turn will help Garchomp to fulfill its role much easier and handle -ate users.
* Garchomp also appreciates Stealth Rock support, since Stealth Rock damage will secure most OHKO from this set.
* Imposter is always troublesome even with imposter-proofing walls due to it stealing momentum, so trapping strategies using Magnet Pull or trapping moves, or spamming paralysis on the opposing team using Nuzzle is going to alleviate this issue.

Other Options

* If Garchomp has Choice Items, U-turn is always a viable option that lets Garchomp pivot in situations such as forced switches.
* Poison Heal set is also viable for Garchomp thanks to the virtue of its stats and STAB Thousand Arrows being able to hit most types neutrally. The set with Thousand Arrows, Knock Off or Leech Seed, Will-O-Wisp and Shift Gear is capable of breaking through defensive and unprepared teams as well as being able to defeat its own Imposter. However, this set is generally lackluster due to the prevalence of Core Enforcer in the metagame which Garchomp is weak to and can remove Poison Heal.
* Changing ability to Dazzling with Choice Scarf leaves Garchomp invulnerable to priority moves from unboosted -ate users as well as blocking Parting Shot from Prankster Steel types, but the damage output will be significantly less powerful. However, it can still function as somewhat effective revenge killer.
definitely add stakeout here (or as another set) because the ability to actually threaten out not only steels but weakened fat dragons as well is amazing. also how is technician?

Checks and Counters

-ate users: Garchomp is generally weak to priority itself, but its huge weakness to -ate users is worthy of specific and separate mentions. Garchomp has very exploitable weakness from Refrigerate and Pixilate, meaning Kyurem-B and Mega Diancie is a nightmare and bane to Garchomp's role. It is always forced to switch out, unless a Choice Scarf set is used under the Psychic Terrain.

Fur Coat: Unless Garchomp has Mold Breaker or has mixed Adaptability set, Fur Coat will shut down most of Garchomp's options, leaving it unable to do much damage, and force Garchomp to switch into different ally, handing over the momentum to foe's team.

Core Enforcer: The move itself is already very prevalent in the metagame. In addition to the fact that Garchomp is weak to Core Enforcer, relatively low Special Defense stat that is sometimes worsened with Naive nature will leave Garchomp very vulnerable against the moves. The consequence of taking the move is even more dire when Garchomp's ability is nullified.

Fast Attackers: Mega Rayquaza, both Mega Mewtwo X and Y, and plenty of other foes are capable of outspeeding Garchomp, and able to KO or severely dent it with their respectable or very high offensive stats using STAB move, or coverage moves, before Garchomp can hit them back. This is problematic due to Garchomp having very rare opportunities to accumulate boosts to outspeed them. mention that they fear scarf if they are weak enough to be kod

Status: Burn leaves Garchomp useless for the rest of the battle unless a cleric is present in the team. A rare paralysis caused by Glare is very tragic, especially Garchomp has equipped a Choice Scarf to outspeed threats. Poison, while not devastating as Burn and Paralysis, puts a timer on Garchomp and forces it to win mind games when it gains a chance executing a move to damage opposing team as much as possible before it succumbs to Poison. maybe mention spore too. sleep is as fatal as rng
flont pls,,
 

RNGIsFatal

Banned deucer.
Just a message to say:

1. I am not dead.
2. Pdon suspect will significantly change description on team options / overview and others depending on the outcome so I will hold off from handing this over to QC. I have implemented everything though.
 

RNGIsFatal

Banned deucer.
Silver_Lucario42 Thanks for stopping by I have implemented most of the stuff you said and I felt like I have to address what I think about each of your corrections just to make sure they are not ignored

:) sign means I agree 100% and I implemented

* Although Garchomp-Mega is comparably worse than Primal Groudon due to its weakness to -ate users and less raw power, its niche comes from base Speed of 92, which outspeeds important threats such as Primal Groudon, Primal Kyogre, Zekrom, and more. that's not its niche, its niche is the typing
:)

* Switcheroo can be used with Choice Band to cripple an opponent that consistently walls Garchomp, such as Mega Slowbro and Mega Audino lacking Z-crystal. also works with scarf ?_?
It does work with scarf but I moved scarf to OO because Garchomp does 0 dmg without band

* Pursuit can be used to trap the likes of Mega Mewtwo Y, Mega Gengar, or Sturdy Shedinja that attempt to escape, but it should only be paired with Choice Band or Choice Scarf set. It will also allow Mega Garchomp to reliably eliminate Sturdy Shedinja due to Mold Breaker bypassing Sturdy. i'd say it works with dragonium, if your team wants shed gone go for it. i would remove the mmy/gengar part because most likely you're just clickin stab anyway and pursuit is too risky like what if they stay in and ohko back? other options include snatch on dragonium which is amazing for shell smash/recovery and leech seed because leech seed is busted. also shift gear maybe and dragon memory for ez imposter-proof
Yeh using non-STAB Pursuit will already be very prediction-reliant so I just said it traps sheddy. Regarding stuff like snatch or leech seed and stuff, while I agree they will surprise some foes, this is hard due to majority of garchomp's targets carrying core enforcer and this analysis should be standard for new players, they do not possess your level of creativity...

* Garchomp can be a solid check to Sturdy Shedinja, if one cannot have other teammates to have an appropriate check against it. Once Garchomp safely switches into Sturdy Shedinja, it can successfully get rid of it using Pursuit, but it cannot switch into Endeavor. also moldy sr is cool vs shed teams, defoggers can't switch in
:)


* Common walls that shut down most options from Garchomp include Zygarde-C, physically defensive Giratina and Audino-Mega, and Slowbro-Mega. On the other hand, aforementioned walls can be good allies to imposter-proof Garchomp, however. zyg and giratina don't wall it tho ?_?
:) Sometimes I am too smart


* Dragon Hammer is a second STAB move that can be abused with Garchomp's significantly higher Attack stat, and it threatens Giratina and Zygarde-C if they lack Fur Coat. what is the benefit over draco/core? regenvest gira/zyg are very uncommon and lose to core either way.
Draco Meteor has the best synergy with Dragonium Z which blows up Giratina after Stealth Rock and Zygarde-C after couple U-turn chips from allies. Core Enfrocer fits with Life Orb sets imo and yes, they can deal with AV regen giratina.

* Changing ability to Dazzling with Choice Scarf leaves Garchomp invulnerable to priority moves from unboosted -ate users as well as blocking Parting Shot from Prankster Steel types, but the damage output will be significantly less powerful. However, it can still function as somewhat effective revenge killer.
definitely add stakeout here (or as another set) because the ability to actually threaten out not only steels but weakened fat dragons as well is amazing. also how is technician?
Stakeout has been banned as you know, and Technician sets are garb after full EV because storm throw doesn't OHKO regigigas, frost breath doesn't OHKO your imposter, bonemerang doesn't OHKO mmy with scarf, and dual chop doesn't even 2HKO non-fc Zygarde. P unfortunate case.

Fast Attackers: Mega Rayquaza, both Mega Mewtwo X and Y, and plenty of other foes are capable of outspeeding Garchomp, and able to KO or severely dent it with their respectable or very high offensive stats using STAB move, or coverage moves, before Garchomp can hit them back. This is problematic due to Garchomp having very rare opportunities to accumulate boosts to outspeed them. mention that they fear scarf if they are weak enough to be kod
:)

Status: Burn leaves Garchomp useless for the rest of the battle unless a cleric is present in the team. A rare paralysis caused by Glare is very tragic, especially Garchomp has equipped a Choice Scarf to outspeed threats. Poison, while not devastating as Burn and Paralysis, puts a timer on Garchomp and forces it to win mind games when it gains a chance executing a move to damage opposing team as much as possible before it succumbs to Poison. maybe mention spore too. sleep is as fatal as rng
Sleep is a pain in the butt to anything else so I don't think I have to mention.

Thanks for feedback once again and hope this clarifies my decisions. Feel free to question my corrections again if you'd wish.
 

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