OU Garchomp [GP 2/2]

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airfare

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OUPL Champion
[Overview]

Garchomp's above-average Speed tier, great Attack stat, relevant coverage options, ability, and good defensive typing let it perform several roles such as setting Stealth Rock, wallbreaking, and checking physical attackers. It is one of the best wallbreakers and cleaners in the metagame because of its nearly unresisted STAB move combination, Speed tier, and good natural bulk. It also serves as one of the tier's best entry hazard setters in the tier because it immensely pressures Defoggers such as Mandibuzz and Zapdos through Toxic or Swords Dance + Stone Edge. Despite this, Garchomp can struggle to keep up Stealth Rock versus Corviknight and Landorus-T, and its setup set is somewhat unreliable due to Scale Shot's imperfect accuracy. Garchomp also suffers from lacking longevity, making it vulnerable to chip damage from switching in on Pokemon like Heatran and Zapdos. Additionally, it faces competition from Landorus-T as a Stealth Rock setter due to the latter's ability to remove most Defoggers' Heavy Duty Boots with Knock Off and pivot with U-turn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Fire Fang / Stone Edge
move 4: Scale Shot / Stealth Rock
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful sweeper or wallbreaker because of its nearly unresisted STAB move combination and tools to pressure checks. It primarily uses Fire Fang on Scale Shot sets to check Corviknight, Skarmory, and Ferrothorn. Scale Shot's Speed boost makes Garchomp outspeed slower revenge killers and sweep effectively. Stone Edge fits on both Scale Shot and Stealth Rock sets over Fire Fang to threaten Flying-types such as Zapdos, Mandibuzz, and Moltres that could check the former or use Defog against the latter. Threatening these bulky Defoggers makes Garchomp an excellent Stealth Rock setter. Leftovers provides more longevity, while Life Orb applies more pressure against physical walls like Clefable and Ferrothorn.

Scale Shot Garchomp often features on offense teams utilizing other wallbreakers alongside dual screens support to make it sweep as effectively as possible. Scale Shot sets often need their health to be able to set up and sweep, while Stealth Rock sets can switch in more freely to wallbreak and set up Stealth Rock. If Garchomp runs Stealth Rock or Stone Edge, many Pokemon can benefit from its ability to pressure most Flying-types, most notably Kartana and Melmetal, which can break through teams incredibly easily. Additionally, Corviknight can serve as a good defensive partner. Garchomp can offensively answer Corviknight's checks, such as Heatran and Zapdos, while Corviknight can check some common revenge killers like Rillaboom. Swords Dance Garchomp does not have many solid defensive answers besides Steel / Flying types such as Skarmory and Corviknight and Unaware Pokemon like Clefable. Heatran, Magnezone, and Tapu Koko can exert pressure on these checks to give Garchomp easier setup opportunities.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Protect / Flamethrower
item: Rocky Helmet / Leftovers
ability: Rough Skin
nature: Jolly
evs: 252 HP / 136 Def / 120 Spe

[SET COMMENTS]

Tank Garchomp is one of the best Stealth Rock setters in the tier because of its ability to keep entry hazards up and pressure conventional Defoggers like Zapdos, Mandibuzz, and Tornadus-T with Toxic. It can take advantage of its typing and the combination of Rocky Helmet and Rough Skin to punish users of contact moves like U-turn and many physical attackers like Melmetal, Kartana, and Hawlucha. Rest gives added longevity and removes status caused by Pokemon Garchomp switches into, including Heatran and Zapdos. Protect is useful to scout moves from Choice-locked Pokemon like Choice Scarf Landorus-T and Choice Band Rillaboom, and it is especially useful on Leftovers sets for better recovery every other turn. Flamethrower is an option to pressure Steel-types like Ferrothorn and Skarmory, which would otherwise be free to set up their own entry hazards or remove Garchomp's Stealth Rock. It can also help Garchomp check offensive Grass-types like Rillaboom and Kartana that take little damage from Earthquake. 120 Speed EVs with a Jolly nature let Garchomp outspeed maximum Speed Nidoking, most defensive Landorus-T, and maximum Speed Heatran.

Physically defensive Garchomp provides entry hazard support that Pokemon like Kartana and Rillaboom benefit from. They can use Knock Off to help Garchomp pressure Flying-type Defoggers such as Zapdos and Mandibuzz that check them and appreciate Garchomp's pressure on other checks like Tangrowth. However, Rillaboom's Grassy Terrain weakening Earthquake usually warrants a replacement STAB move in either Stomping Tantrum or Scorching Sands. Garchomp's strain on Defoggers can help other dedicated entry hazard setters like Ferrothorn and Skarmory. Tapu Koko is also a good partner due to its pressure on Flying-types—especially Corviknight and Skarmory — that can free up Garchomp's fourth moveslot, and it benefits from Garchomp's pressure on Tangrowth, Landorus-T, and Galarian Slowking through Toxic and Earthquake. Garchomp's immense pressure on Heatran and Galarian Slowking, specifically, can also make special attackers such as Tapu Lele and Calm Mind Clefable ideal teammates.

[STRATEGY COMMENTS]
Other Options
====

On sand-based teams, Garchomp can run Sand Veil instead of Rough Skin with Swords Dance, Substitute, and Leftovers to fish for misses to safely set up. It can run a Naive nature and Fire Blast on Swords Dance sets to punish Steel-types it lures in like Corviknight and Skarmory. More dedicated mixed sets, also utilizing a Naive nature and maximum Special Attack investment, can aim to punish lured in defensive checks like Landorus-T, Slowbro, and Buzzwole, as well as Corviknight and Skarmory, with a strong Draco Meteor or Fire Blast.

Checks and Counters
====

**Fairy-types**: Physically defensive Fairy-types like Clefable and Tapu Fini can switch in on Stealth Rock sets and use Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon immunity lets them strategically block Scale Shot's Speed boosts, making Garchomp easier to revenge kill by faster threats. This is somewhat unreliable, though, because revenge killers still may need a sacrifice to switch in freely.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp without Fire Blast or Toxic effectively and cripple it with a Scald, Toxic, Stun Spore, or Sleep Powder. All of these Pokemon can pivot into most of Garchomp's moves and force it out consistently if it hasn't used Swords Dance.

**Corviknight and Skarmory**: Both of these Steel / Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge, although they have to be cautious of Fire Blast. Their high Defense and typing lets them chip Garchomp easily, set up on it with Iron Defense, pivot out with U-turn into a different check like Clefable or a revenge killer like Rillaboom in Corviknight's case, or force it out with Whirlwind in Skarmory's.

**Rillaboom**: Rillaboom's priority in Grassy Glide and its Grassy Terrain weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed.


[CREDITS]
- Written by: [[airfare, 513717]]
- Quality checked by: [[stareal, 481219], [ausma, 360720]]
- Grammar checked by: [[Finland, 517429], [The Dutch Plumberjack, 232216]]
 
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DKM

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Hi, I have some suggestions. Implement whatever you want (or don't, up to you)


Garchomp's speed tier, great offensive attacking stats, and extensive coverage let it perform many versatile roles such as a Stealth Rock setter, offensive breaker, and physically defensive sets.
None of the things listed explain why it can run a physdef set. You could mention its ability, typing or rather decent defensive stats. Or just keep mention of defensive sets in the latter parts of the overwiew.


Garchomp also has good defensive utility and can check Fire types such as Heatran and Cinderace very effectively,
Checking Cinderace is a great part of using Garchomp, but saying it does so "very effectively " is a bit of an overstatement.


Some of Garchomp's defensive answers include Corviknight, which can Defog on Garchomp easily, and Ice Beam Slowbro, and Clefable, which can check hazard setting sets and is rarely OHKOd by a boosted Earthquake from offensive sets.
Is this talking about Ice Beam Clefable as well as Slowbro? Because the former sounds rather bad.

Regardless, just stating some of Garchomp's counters and how they beat it belongs in the "checks & counters" part. You should try to explain the drawbacks of using Garchomp or anything holding it back. (It might struggle to keep rocks up vs some Pokemon. It might be a little too weak to break common walls. It might face competition from similar Pokemon e.g.)


Garchomp is an excellent Stealth Rock setter because of its ability to check Defoggers with Stone Edge.
You could mention the common deffoggers that are pressured by Stone Edge. Not all, but most deffogers are, which is why it's so good.

while Soft Sand is used for more offensive presence and pressure, and can guaranteed OHKO a barely weakened Clefable.
At +2. (or "after a swords dance boost")


Many Pokemon can benefit from Garchomp's ability to pressure Flying types, most notably Rillaboom, Kartana, and Melmetal, which can break through teams incredibly easily with pressure through hazards and the fear of Garchomp's Stone Edge.
This alone seems a little short. Here are some other decent teammates imo.

-Pokemon that appreciate Garchomp pressuring bulky Fairies/Waters (Clef, bro, fini)

-Volturn support

-Spikes support

You might want to use some of these or others for the SD set.


Life Orb or Soft Sand augment Garchomp's strength, notably increasing rolls to OHKO a physically defensive Clefable
At +2, or 2HKO.


On sand-based teams, it can also run Sand Veil instead of Rough Skin to fish for misses and set up behind Substitutes to clean.
Is this actually a set people use? Personally I wouldn't even mention it unless QC said/says to.


although depending on Garchomp's item and nature they can have trouble when it boosts its Attack with Swords Dance.
Tbh they have trouble even without Garchomp using Adamant or LO. You could say something like "they have trouble with SD sets, especially if running an Adamant Nature, Life Orb or Soft Sand etc."




In Checks and Counters you could also mention revenge-killers. (Naturally faster Pokemon with very strong or super effective attacks).
 

airfare

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OUPL Champion
Hi, I have some suggestions. Implement whatever you want (or don't, up to you)



None of the things listed explain why it can run a physdef set. You could mention its ability, typing or rather decent defensive stats. Or just keep mention of defensive sets in the latter parts of the overwiew.



Checking Cinderace is a great part of using Garchomp, but saying it does so "very effectively " is a bit of an overstatement.



Is this talking about Ice Beam Clefable as well as Slowbro? Because the former sounds rather bad.

Regardless, just stating some of Garchomp's counters and how they beat it belongs in the "checks & counters" part. You should try to explain the drawbacks of using Garchomp or anything holding it back. (It might struggle to keep rocks up vs some Pokemon. It might be a little too weak to break common walls. It might face competition from similar Pokemon e.g.)



You could mention the common deffoggers that are pressured by Stone Edge. Not all, but most deffogers are, which is why it's so good.


At +2. (or "after a swords dance boost")



This alone seems a little short. Here are some other decent teammates imo.

-Pokemon that appreciate Garchomp pressuring bulky Fairies/Waters (Clef, bro, fini)

-Volturn support

-Spikes support

You might want to use some of these or others for the SD set.



At +2, or 2HKO.



Is this actually a set people use? Personally I wouldn't even mention it unless QC said/says to.



Tbh they have trouble even without Garchomp using Adamant or LO. You could say something like "they have trouble with SD sets, especially if running an Adamant Nature, Life Orb or Soft Sand etc."




In Checks and Counters you could also mention revenge-killers. (Naturally faster Pokemon with very strong or super effective attacks).
implemented, thanks
 

ausma

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[Overview]

Garchomp's speed tier, great offensive attacking stats, and relevant coverage options I'm not sure if I'd call it extensive really let it perform many versatile roles such as a Stealth Rock setter, offensive breaker, and physically defensive sets utilizing its ability and good defensive typing. It serves as one of the best hazard setters in the tier because of the immense pressure it places on Defoggers such as Mandibuzz, Zapdos, Moltres, and Tornadus-Therian through Toxic or the combination of Swords Dance and Stone Edge. It can also act as a breaker or cleaner through the use of Swords Dance and Scale Shot, a new addition to its movepool since past generations. I think the emphasis is a little wrong here. It's probably one of the most fierce setup sweepers/wallbreakers in the tier that has the ability to be slotted effectively onto most kinds of teams thanks to its phenomenal offensive and defensive typing and natural bulk. Garchomp also has good defensive utility and can check Fire types such as Heatran and Cinderace, especially through the use of defensive sets utilizing the combination of Rough Skin and Rocky Helmet. Heatran doesn't care about Rough Skin and Rocky Helmet chip though, because it literally cannot be damaged by them. Garchomp can struggle to keep up Stealth Rock vs Corviknight and Landorus-Therian, and its setup set is somewhat unreliable due to Scale Shot misses and the prevalence of priority Sucker Punches or Grassy Glides that can revenge kill Garchomp easily while its defense is lowered. It can face competition from Landorus-Therian as a Stealth Rock setter due to Landorus' Knock Off removing most Defoggers' Heavy Duty Boots and better physical bulk with Intimidate.

[SET]
name: Offensive Stealth Rock
move 1: Stealth Rock
move 2: Swords Dance
move 3: Earthquake
move 4: Stone Edge
item: Leftovers / Soft Sand
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp is an excellent Stealth Rock setter because of its ability to check Defoggers such as Zapdos, Mandibuzz, and Moltres with Stone Edge. Swords Dance, doubling Garchomp's attack, lets it break through Pokemon like Clefable, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Leftovers can be used for more longevity and defensive utility while Soft Sand is used for more offensive presence and pressure, and can guaranteed OHKO a barely weakened Clefable after a Swords Dance boost.

Many Pokemon can benefit from Garchomp's ability to pressure Flying types, most notably Rillaboom, Kartana, and Melmetal, which can break through teams incredibly easily with pressure through hazards and the fear of Garchomp's Stone Edge.


This entire set is unnecessary. You can literally just slash Stealth Rock over Scale Shot on the below set and you essentially have the same thing.

[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Earthquake
move 3: Stone Edge
move 4: Scale Shot / Stealth Rock
item: Life Orb / Soft Sand
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wallbreaker because of its nearly unresisted STAB moves and Stone Edge for Flying types, in addition to Scale Shot Speed boosts making Garchomp incredibly hard to revenge kill. Nah, priority and faster Scarf users still do it in. Scale Shot moreso lets it act as a more immediate wincon with the speed boost to get the jump on things like non-Sucker Punch Cinderace, Tornadus-T, Lati@s, and Dragapult, so the focus isn't really right here. I think there also needs to be more emphasis on how effective it actually is, too. Life Orb or Soft Sand augment Garchomp's strength, notably increasing rolls to OHKO a physically defensive Clefable at +2. Soft Sand is not something I would aim to primarily run with this set; I generally would prefer to get a good power boost on all of my moves. Put it in other options. Adamant Nature can also be used to guarantee an OHKO on Clefable with the use of a Life Orb at +2. Garchomp needs +Speed to get important jumps on things like Nidoking, Excadrill, Kyurem, and Zapdos.

Please be sure to mention Stealth Rock here, and the opportunity costs of using either it or Scale Shot, and also where/when you'd use it.


Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable and Quagsire. Heatran or Magnezone can exert pressure on all of these to give Garchomp more freedom to set up and sweep.

This entire section is extremely bare bones, and you need to add a lot more than just Heatran or Magnezone as partners. There are a ton of things that come to mind. It works super well with Hyper Offense cores, it pairs phenomenally with things like Cinderace, etc. You are correct that it doesn't have many reliable switch-ins, but what can give it a good setup opportunity in the first place, and what helps it pop holes in necessary targets so it can wallbreak/clean reliably? I would advise just redoing this entire section.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Endure / Fire Blast / Dragon Tail
item: Rocky Helmet
ability: Rough Skin
nature: Jolly
evs: 252 HP / 200 Def / 56 Spe


Please add this set and do an analysis on it.

[STRATEGY COMMENTS]
Other Options
====

Garchomp can run physically defensive sets utilizing Rocky Helmet and Rough Skin to serve as a check to many physically attacking Pokemon like Excadrill, Cinderace, and Hawlucha with Toxic and/or Rest for longevity. As I said, this will just be its own set. On sand-based teams, it can also run Sand Veil instead of Rough Skin to fish for misses and set up behind Substitutes to clean. Soft Sand should probably be mentioned here instead, but you need to make the opportunity costs clear, such as not being able to boost your other moves, but not taking Life Orb recoil in the process.

(Should I mention mixed w draco and fire blast here in OO)

Fire Blast with Naive in OO of the Swords Dance section.

Checks and Counters
====

**Fairy Types**: Physically defensive Fairy types like Clefable and Tapu Fini can switch in on hazard setting sets and Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb/Soft Sand or has an Adamant Nature. I mean... kind of? I think you should mention how they're immune to Scale Shot, though, and can prevent it from possibly getting a necessary speed boost and potentially avoid revenge killing.

**Unaware**: Unaware defensive Pokemon like Clefable and Quagsire can wall almost all Garchomp variants, but are vulnerable to Toxic from physically defensive sets. I would advise changing this section to Physically Defensive Pokemon in general. It has a difficult time breaking through things like Tangrowth without Fire Blast and is annoyed by Slowbro without a boost. Unaware is a bit too specific given the circumstances.

**Corviknight and Skarmory**: Both of these Steel-Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge. Their high Defense lets them chip Garchomp, set up on it with Iron Defense, or, in Skarmory's case, force it out with Whirlwind. Skarmory and Corviknight both don't commonly run Iron Defense.

**Revenge Killers**: Rillaboom's priority in Grassy Glide and its ability Grassy Surge weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed. Garchomp, especially when its Defense is lowered, can also be revenge killed by other forms of priority like Cinderace's Sucker Punch. Priority is too specific.



[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
A lot of changes need to be made here before I can accept this. Please implement these changes and let me know when you've done so.
 
Last edited:

ausma

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IM BACK lets go.

comments in orange
additions/changes in purple
removals will be striked

[Overview]

Garchomp's speed tier, great offensive attacking stats, and relevant coverage options let it perform many versatile roles such as a Stealth Rock setter, offensive breaker, and physically defensive sets utilizing its ability and good defensive typing. It serves as one of the best hazard setters in the tier because of the immense pressure it places on Defoggers such as Mandibuzz, Zapdos, Moltres, and Tornadus-Therian through Toxic or the combination of Swords Dance and Stone Edge. It serves as one of the best breakers/cleaners in the metagame because of its nearly unresisted STABs, above-average speed tier, high natural bulk, and defensive typing. You kind of repeat the defensive typing thing already, I think this should be reworded and possibly moved to the top of the analysis because Garchomp's wallbreaking abilities are important to emphasize. Garchomp also has good defensive utility because of its great defensive typing and can check Fire types such as Heatran and Cinderace when defensively invested. Its physically defensive set, which utilizes Rough Skin and Rocky Helmet to punish any contact moves, such as U-turn used most commonly by Cinderace and Landorus-Therian. Not necessary for the overview. Garchomp can struggle to keep up Stealth Rock vs Corviknight and Landorus-Therian, and its setup set is somewhat unreliable due to Scale Shot misses and the prevalence of priority Sucker Punches or Grassy Glides that can revenge kill Garchomp easily while its defense is lowered. Lack of natural longevity hurts Garchomp's staying power a lot. It can face competition from Landorus-Therian as a Stealth Rock setter due to Landorus' Knock Off removing most Defoggers' Heavy Duty Boots and better physical bulk with Intimidate. U-turn is an important standout between the two as well, I probably would mention that over Intimidate; that point is negligable given the operations of Garchomp's bulky variant.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Stone Edge / Substitute / Stealth Rock
item: Life Orb / Leftovers
ability: Rough Skin / Sand Veil
nature: Jolly

evs: 252 Atk / 4 SpD / 252 Spe

Amend it to this set, and obviously explain the opportunity costs involved.

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wallbreaker because of its nearly unresisted STAB moves and Stone Edge for Flying types, in addition to Scale Shot Speed boosts making Garchomp outspeed slower revenge killers and sweep effectively. Life Orb augments Garchomp's strength, notably increasing rolls to OHKO a physically defensive Clefable at +2. Garchomp is an excellent Stealth Rock setter because of its ability to check Defoggers such as Zapdos, Mandibuzz, and Moltres with Stone Edge. It's important to mention the opportunity cost here. When would I want to run Stealth Rock? With the amended set, when would I want to run it over Stone Edge or Substitute? Swords Dance, doubling Garchomp's attack, lets it break through Pokemon like Clefable, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Leftovers can be used for more longevity and defensive utility How does Leftovers provide defensive utility? However, more importantly, Leftovers are mainly used with Substitute variants, so make this distinction clear. while Life Orb is used for more offensive presence and pressure. Garchomp's sweeping Scale Shot set more often needs its health to be able to set up and sweep, while hazard sets can switch in more freely to wallbreak and set up Stealth Rock.

Many Pokemon can benefit from Garchomp's ability to pressure Flying types, most notably Rillaboom, Kartana, and Melmetal, which overload defensive checks and can break through teams incredibly easily with pressure through hazards and Knock Off and the fear of Garchomp's Stone Edge. Rillaboom isn't really a reliable partner at all, because Grassy Terrain weakens its Earthquake. I think this is also a bit vague, too, and needs to be reinforced with examples of recipients, and also direct synergy. Answer how Kartana and Melmetal work with Garchomp; focus on the application. Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable and Quagsire. Heatran or Magnezone can exert pressure on all of these to give Garchomp more freedom to set up and sweep. Magnezone and Heatran do not exert any kind of pressure on Quagsire, in fact, both lose 1v1 since both are quad weak to its Ground-type STAB and struggle to immediately break through it. Heatran is a decent example as far as a partner goes, I guess, but I think there are better ways you can highlight Garchomp's offensive synergy with other wallbreakers.

I feel as though you want to make some more important mentions here, namely Pokemon that pair well with it offensively, but more importantly: can enable it. Offensively, the main candidate I would like to see mentioned is Cinderace.

As for enabling: I think Ferrothorn is a mention here you really want to make, for example, as it is easily the best Spikes setter in the tier, which can help Garchomp wallbreak tremendously. Garchomp running Stealth Rock allows for it to get away with running Spikes, too. Mentioning Corviknight I think is good to do too, since it pivots around things like Heatran and Koko and Corviknight can check common Garchomp revenge killers like Rillaboom or Choice Scarf Tapu Lele without a Scale Shot boost. Slowbro's Futureport shenanigans are pretty notable too, especially with Teleport to get it in safely, and it prevents Cinderace from revenge killing it with Sucker Punch.


[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Fire Blast / Endure
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]

Physically defensive Garchomp is one of the best Stealth Rock setters in the tier because of its unparalleled ability to keep hazards up and pressure Defoggers with Toxic. Unparalleled is misleading; it faces competition from Landorus-T, as mentioned in the overview. It has good defensive utility because of its phenomenal defensive typing, and the combination of Rocky Helmet and Rough Skin punishes any physical contact moves, deterring U-turn and enabling Garchomp to check Cinderace, Excadrill, Hawlucha, and Kartana in a pinch. Hawlucha and Excadrill are finnicky mentions to me, especially because Excadrill can avoid this recoil using Earthquake. I think I would prefer to see mentions of Melmetal and Rillaboom which are relevant contact attackers that detest this chip damage. While Rest can be used for added longevity, Fire Blast is used to pressure Steel-types like Ferrothorn, Skarmory, and Corviknight who would otherwise be free to set up their own hazards or Defog Garchomp's Stealth Rocks. Endure is used mainly on offensive teams who use this as another chance to get Rocky Helmet + Rough Skin damage on a physically attacking Pokemon. Overall solid overview, but please mention what the speed covers.

Physically defensive Garchomp has similar teammates to the other sets Don't compare Garchomp's other sets - Rillaboom and Kartana can Knock Off Flying-type Defoggers and appreciate Garchomp's pressure on checks like Tangrowth and the aforementioned Flying types from hazards and Toxic. Garchomp's immense pressure on Heatran specifically, through its typing and hazards, can also make special attackers such as Magearna, Volcarona, and Tapu Lele ideal teammates.

The teammates section here is pretty off focus and very bare bones in general. I think it's important moreso to focus on how it pressures physical attackers with Rough Skin + Rocky Helmet, and explain what kinds of offensive Pokemon it can enable with that chip damage, Toxic, and Stealth Rock support. Again I think Ferrothorn is an overall good mention here, forming a good hazard core with Tankchomp. Cinderace is also good too as an abuser; try to think of a few more examples with that in mind.

[STRATEGY COMMENTS]
Other Options
====

Garchomp can run an Adamant Nature with Life Orb to guarantee an OHKO on Clefable at +2 while losing out on some speed (notably Tapu Lele, Excadrill, and Kyurem). No, I think it needs a +Speed nature, especially because these jumps are really important. Losing out on the mirror matchup speed tie sucks a lot, too. Garchomp It can also run a Naive Nature and Fire Blast on setup Swords Dance sets to lure and punish Steel-types like Corviknight and Skarmory. More dedicated mixed sets, utilizing a Mild Nature, can aim to lure in defensive checks like Landorus-Therian, Slowbro, and Buzzwole as well as Corviknight and Skarmory and punish with a strong, invested Draco Meteor or Fire Blast. On sand-based teams, Swords Dance Garchomp can run Sand Veil instead of Rough Skin to fish for misses behind a Substitute and set up for free. We're actually going to slash this, so this isn't necessary. Lastly, Soft Sand can alternatively be used on Swords Dance sets to boost the power of Earthquake singularly instead of all of Garchomp's moves, with the benefit of having no recoil.

Checks and Counters
====

**Fairy Types**: Physically defensive Fairy types like Clefable and Tapu Fini can switch in on hazard setting sets and Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon immunity can be strategically used to block Scale Shot speed boosts, making Garchomp easier to revenge kill by faster threats. Mention that this is not reliable, though, it does require either stomaching a boosted Earthquake or giving Garchomp a Swords Dance opportunity on the switch if your check is already whittled down.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp effectively without Fire Blast or Toxic, and can cripple it with a Scald, Toxic, or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves easily and force it out consistently. If unboosted

**Corviknight and Skarmory**: Both of these Steel-Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge. Their high Defense lets them chip Garchomp, set up on it with Iron Defense, or, in Skarmory's case, force it out with Whirlwind.

(I can take out iron defense iyw but I think 15% usage of it on corv/skarm is worth mentioning) It's not, really. We don't want to cater to smaller details, especially because to Garchomp it's irrelevant given that it struggles to bust through them anyway without Fire Blast, and if it has Fire Blast, the Iron Defense boosts are negligible.

**Revenge Killers**:
Rillaboom's priority in Grassy Glide and its ability Grassy Surge weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed. Garchomp, especially when its Defense is lowered, can also be revenge killed by other forms of priority like Cinderace's Sucker Punch.


[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Implement these and I'd like to take another look.
 
comments in purple
removal
things to add in green
[Overview]

Garchomp's speed tier, great offensive attacking stats, and relevant coverage options let it perform many versatile roles such as a Stealth Rock setter, offensive breaker, and physically defensive sets utilizing its ability and good defensive typing. It serves as one of the best hazard setters in the tier because of the immense pressure it places on Defoggers such as Mandibuzz, Zapdos, Moltres, and Tornadus-Therian through Toxic or the combination of Swords Dance and Stone Edge. It is one of the best breakers/cleaners in the metagame because of its nearly unresisted STAB, above-average speed tier and high natural bulk. Garchomp can struggle to keep up Stealth Rock vs Corviknight and Landorus-Therian, and its setup set is somewhat unreliable due to Scale Shot misses and the prevalence of priority Sucker Punches or Grassy Glides that can revenge kill Garchomp easily while its defense is lowered, as well as a lack of natural longevity besides the occasional Leftovers. It can face competition from Landorus-Therian as a Stealth Rock setter due to Landorus' Knock Off removing most Defoggers' Heavy Duty Boots and pivoting with U-turn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Stone Edge / Substitute / Stealth Rock
item: Life Orb / Leftovers
ability: Rough Skin / Sand Veil
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wall-breaker because of its nearly unresisted STAB moves and Stone Edge for Flying types, in addition to Scale Shot Speed boosts making Garchomp outspeed slower revenge killers and sweep effectively. Life Orb augments Garchomp's strength, notably increasing rolls to OHKO a physically defensive Clefable at +2. Garchomp is an excellent Stealth Rock setter because of its ability to check Defoggers such as Zapdos, Mandibuzz, and Moltres with Stone Edge. Swords Dance, doubling Garchomp's attack, lets it break through Pokemon like Clefable, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Leftovers can be used for more longevity, especially common on Substitute sets, while Life Orb is used for more offensive presence and pressure. Garchomp's sweeping Scale Shot set more often needs its health to be able to set up and sweep, while hazard sets can switch in more freely to wallbreak and set up Stealth Rock.

Many Pokemon can benefit from Garchomp's ability to pressure most This Garchomp set struggles with Corviknight or Skarmory, which Kartana struggles with as well, so mentioning most should be the way to go. Flying types, most notably Kartana and Rillaboom Melmetal Melmetal doesn't struggle with flying types that this Garchomp set doesn't struggle with, as Melmetal is able to toxic Flying Types that aren't Steel Types, if that makes sense. Whilst both still lose to Corviknight / Skarmory. If i were to mention another Pokemon that would go well with this, it would be Rillaboom. , which overloads Flying-type defensive checks and can break through teams incredibly easily with pressure through hazards, Knock Off, and the fear of Garchomp's Stone Edge. Cinderace is also an amazing offensive partner for Garchomp. The combination of these two makes overloading Cinderace's defensive checks, most notably Toxapex and Slowbro, very easy from pressure via Earthquake and Cinderace's U-turn and can enable Cinderace to pivot and clean freely late game. This makes no sense to me, Garchomp doesn't allow Cinderace beat Slowbro or Toxapex, I honestly would just remove this part without adding anything back in, there are already Offensive Teammates mentioned, Kartana and Rillaboom, which makes sense whilst this doesn't. If i have missed something here feel free to send me a PM on discord and you can explain what you mean. Additionally, Corviknight can serve as a good defensive partner. Garchomp can situationally check its checks, such as Heatran and Tapu Koko, while Corviknight can check some common revenge killers like Rillaboom. Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable. Heatran or Magnezone can exert pressure on all of these to give Garchomp more freedom to set up and sweep.
Sand Veil wasn't mentioned in this part when it was mentioned in the set, though it was mentioned in the OO, i would suggest you add it here and remove it from OO or remove it from the set and keep it in OO.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Fire Blast / Endure
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]

Physically defensive Garchomp is one of the best Stealth Rock setters in the tier because of its incredible ability to keep hazards up and pressure Defoggers with Toxic. It has good defensive utility because of its phenomenal defensive typing, and the combination of Rocky Helmet and Rough Skin punishes any physical contact moves, deterring U-turn and enabling Garchomp to check Cinderace, Melmetal, Rillaboom, and Kartana in a pinch. I don't like the checking Rillaboom or Kartana in a pinch part, I would rather your put it as just have it checking Cinderace and Melmetal. While Rest can be used for added longevity, Fire Blast is used to pressure Steel-types like Ferrothorn, Skarmory, and Corviknight who would otherwise be free to set up their own hazards or Defog Garchomp's Stealth Rocks. Endure is used mainly on offensive teams who use this as another chance to get Rocky Helmet + Rough Skin damage on a physically attacking Pokemon. 56 Speed EVs let Garchomp outspeed most notably max Speed unboosted Magearna and most Heatrans.

Physically defensive Garchomp provides hazards support that Pokemon like Rillaboom and Kartana benefit from. They can Knock Off Flying-type Defoggers and appreciate Garchomp's pressure on checks like Tangrowth and the aforementioned Flying types from hazards and Toxic. Garchomp's strain on Defoggers can help other dedicated hazards setters like Ferrothorn and Skarmory. Cinderace is another offensive partner that benefits from Garchomp's pressure on Toxapex, Slowbro, and Flying types from hazards and Toxic. Garchomp's immense pressure on Heatran specifically, through its typing and hazards, can also make special attackers such as Magearna, Volcarona, and Tapu Lele ideal teammates. Having Rocks up from Garchomp yeah helps Tapu Lele and Magearna beat Heatran, it doesn't do anything for Volcarona. All your doing is forcing Heatran to switch out too come back in later versus Volcarona, first thing that comes to mind over Volcarona would be Calm Mind Clefable, being able to chip it away with Stealth Rocks + Thunder / Thunderbolt.

[STRATEGY COMMENTS]
Other Options
====

Garchomp can run an Adamant Nature with Life Orb to guarantee an OHKO on Clefable at +2 while losing out on some speed (notably Tapu Lele, Excadrill, and Kyurem). It can also run Naive Nature and Fire Blast on setup Swords Dance sets to lure and punish Steel-types like Corviknight and Skarmory. More dedicated mixed sets, utilizing a Mild Nature, can aim to lure in defensive checks like Landorus-Therian, Slowbro, and Buzzwole as well as Corviknight and Skarmory and punish with a strong, invested Draco Meteor or Fire Blast. On sand-based teams, Swords Dance Garchomp can run Sand Veil instead of Rough Skin to fish for misses behind a Substitute and set up for free. Lastly, Soft Sand can alternatively be used on Swords Dance sets to boost the power of Earthquake singularly instead of all of Garchomp's moves, with the benefit of having no recoil.

Checks and Counters
====

**Fairy Types**: Physically defensive Fairy types like Clefable and Tapu Fini can switch in on hazard setting sets and Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon immunity can be strategically used to block Scale Shot speed boosts, making Garchomp easier to revenge kill by faster threats.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp effectively without Fire Blast or Toxic, and can cripple it with a Scald, Toxic, Stun Spore or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves easily and force it out consistently.

**Corviknight and Skarmory**: Both of these Steel-Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge. Their high Defense lets them chip Garchomp, set up on it with Iron Defense, or, in Skarmory's case, force it out with Whirlwind. I think it's worth mentioning Corviknight can U-Turn into a Revenge Killer like Rillaboom.

(I can take out iron defense iyw but I think 15% usage of it on corv/skarm is worth mentioning)

**Revenge Killers**:
Rillaboom's priority in Grassy Glide and its ability Grassy Surge weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed. Garchomp, especially when its Defense is lowered, can also be revenge killed by other forms of priority like Cinderace's Sucker Punch.


[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
lmk when its implemented :blobthumbsup:
 
removal in red
comment purple
[Overview]

Garchomp's speed tier, great offensive attacking stats, and relevant coverage options let it perform many versatile roles such as a Stealth Rock setter, offensive breaker, and physically defensive sets utilizing its ability and good defensive typing. It serves as one of the best hazard setters in the tier because of the immense pressure it places on Defoggers such as Mandibuzz, Zapdos, Moltres, and Tornadus-Therian through Toxic or the combination of Swords Dance and Stone Edge. It is one of the best breakers/cleaners in the metagame because of its nearly unresisted STAB, above-average speed tier and high natural bulk. Garchomp can struggle to keep up Stealth Rock vs Corviknight and Landorus-Therian, and its setup set is somewhat unreliable due to Scale Shot misses and the prevalence of priority Sucker Punches or Grassy Glides that can revenge kill Garchomp easily while its defense is lowered, as well as a lack of natural longevity besides the occasional Leftovers. It can face competition from Landorus-Therian as a Stealth Rock setter due to Landorus' Knock Off removing most Defoggers' Heavy Duty Boots and pivoting with U-turn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Stone Edge / Stealth Rock
item: Life Orb / Leftovers
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wallbreaker because of its nearly unresisted STAB moves and Stone Edge for Flying types, in addition to Scale Shot Speed boosts making Garchomp outspeed slower revenge killers and sweep effectively. Life Orb augments Garchomp's strength, notably increasing rolls to OHKO a physically defensive Clefable at +2. Garchomp is an excellent Stealth Rock setter because of its ability to check Defoggers such as Zapdos, Mandibuzz, and Moltres with Stone Edge. Swords Dance, doubling Garchomp's attack, lets it break through Pokemon like Clefable, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Leftovers can be used for more longevity, especially common on Substitute sets, while Life Orb is used for more offensive presence and pressure. Garchomp's sweeping Scale Shot set more often needs its health to be able to set up and sweep, while hazard sets can switch in more freely to wallbreak and set up Stealth Rock.

Many Pokemon can benefit from Garchomp's ability to pressure most Flying types, most notably Kartana and Rillaboom, which overloads Flying-type defensive checks and can break through teams incredibly easily with pressure through hazards, Knock Off, and the fear of Garchomp's Stone Edge. Additionally, Corviknight can serve as a good defensive partner. Garchomp can situationally check Corviknight's checks, such as Heatran and Tapu Koko, while Corviknight can check some common revenge killers like Rillaboom. Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable. Heatran or Magnezone can exert pressure on all of these to give Garchomp more freedom to set up and sweep.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Fire Blast / Endure
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]

Physically defensive Garchomp is one of the best Stealth Rock setters in the tier because of its incredible ability to keep hazards up and pressure Defoggers with Toxic. It has good defensive utility because of its phenomenal defensive typing, and the combination of Rocky Helmet and Rough Skin punishes any physical contact moves, deterring U-turn and enabling Garchomp to check Cinderace, Melmetal, and other physical attackers in a pinch. While Rest can be used for added longevity, Fire Blast is used to pressure Steel-types like Ferrothorn, Skarmory, and Corviknight who would otherwise be free to set up their own hazards or Defog Garchomp's Stealth Rocks. Endure is used mainly on offensive teams who use this as another chance to get Rocky Helmet + Rough Skin damage on a physically attacking Pokemon. 56 Speed EVs let Garchomp outspeed most notably max Speed unboosted Magearna and most Heatrans.

Physically defensive Garchomp provides hazards support that Pokemon like Rillaboom and Kartana benefit from. They can Knock Off Flying-type Defoggers and appreciate Garchomp's pressure on checks like Tangrowth and the aforementioned Flying types from hazards and Toxic. Garchomp's strain on Defoggers can help other dedicated hazards setters like Ferrothorn and Skarmory. Cinderace is another offensive partner that benefits from Garchomp's pressure on Toxapex, Slowbro, and Flying types from hazards and Toxic. Garchomp's immense pressure on Heatran specifically, through its typing and hazards, can also make special attackers such as Magearna, Tapu Lele, and Calm Mind Clefable ideal teammates.

[STRATEGY COMMENTS]
Other Options
====

On sand-based teams, Garchomp can run Sand Veil instead of Rough Skin to fish for misses and set up behind Substitutes for free, with passive recovery in Leftovers. It can run a Naive Nature and Fire Blast on setup Swords Dance sets to lure and punish Steel-types like Corviknight and Skarmory. More dedicated mixed sets, utilizing a Mild Nature, can aim to lure in defensive checks like Landorus-Therian, Slowbro, and Buzzwole as well as Corviknight and Skarmory and punish with a strong, invested Draco Meteor or Fire Blast. Lastly, Soft Sand can alternatively be used on Swords Dance sets to boost the power of Earthquake singularly instead of all of Garchomp's moves, with the benefit of having no recoil.

Checks and Counters
====

**Fairy Types**: Physically defensive Fairy types like Clefable and Tapu Fini can switch in on hazard setting sets and Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon immunity can be strategically used to block Scale Shot speed boosts, making Garchomp easier to revenge kill by faster threats. This is somewhat unreliable though because although Garchmp's Speed remains unboosted, a sacrifice may be required to get a free switch in to revenge kill.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp effectively without Fire Blast or Toxic, and can cripple it with a Scald, Toxic, Stun Spore, or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves easily and force it out consistently when unboosted.

**Corviknight and Skarmory**: Both of these Steel-Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge. Their high Defense lets them chip Garchomp easily, set up on it with Iron Defense, or pivot out with U-turn/force it out with Whirlwind respectively.
What can you go to when Corviknight pivots out?

**Revenge Killers**:
Rillaboom's priority in Grassy Glide and its ability Grassy Surge weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed. Garchomp, especially when its Defense is lowered, can also be revenge killed by other forms of priority like Cinderace's Sucker Punch.


[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
qc 1/2
 

ausma

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comments in orange
additions/changes in purple
removals will be striked

[Overview]

Garchomp's speed tier, great Attack stat offensive attacking stats Implies that its Special Attack is great as well, which, it's not, and relevant coverage options let it perform several many versatile roles such as a Stealth Rock setter, offensive wallbreaker, and physically defensive sets utilizing its ability and good defensive typing. It serves as one of the best hazard setters in the tier because of the immense pressure it places on Defoggers such as Mandibuzz, Zapdos, Moltres, and Tornadus-Therian through Toxic or the combination of Swords Dance and Stone Edge. It is also one of the best wallbreakers and cleaners in the metagame because of its nearly unresisted STABs, above-average speed tier and high good natural bulk. Garchomp can struggle to keep up Stealth Rock vs Corviknight and Landorus-Therian, and its setup set can be is somewhat unreliable due to Scale Shot misses and the prevalence of priority Sucker Punches or Grassy Glides that can revenge kill Garchomp easily while its defense is lowered, as well as a lack of natural longevity besides the occasional Leftovers. Just saying that it lacks natural longevity gets the point across, especially because the mention of Leftovers makes it seem like the problem is naturally remedied, which it's not really. Additionally, it can face competition from Landorus-Therian as a Stealth Rock setter due to Landorus' Knock Off removing most Defoggers' Heavy Duty Boots and its pivoting capability with U-turn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Scale Shot
move 4: Stone Edge / Substitute / Stealth Rock
item: Life Orb / Leftovers
ability: Rough Skin / Sand Veil
nature: Jolly

evs: 252 Atk / 4 SpD / 252 Spe

Go back to this. pretty sure you reverted it by accident which is no bigs, but just put this back and change your analysis to reflect this accordingly.

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wallbreaker because of its nearly unresisted STAB moves and Stone Edge for Flying types, in addition to Scale Shot Speed boosts making Garchomp outspeed slower revenge killers and sweep effectively. Life Orb augments Garchomp's strength, notably increasing rolls to OHKO a physically defensive Clefable at +2. You don't really need this example, especially because you explain the opportunity costs and bonuses of Life Orb later anyway. Garchomp is also an excellent Stealth Rock setter because of its ability to check Defoggers such as Zapdos, Mandibuzz, and Moltres with Stone Edge. You're only going to use one or the other, and we want to better emphasize the opportunity cost of Stone Edge versus Stealth Rock. This way, we also put the Swords Dance sentence next to the Life Orb one and make your previous sentence feel less out of place. Swords Dance lets it break through Pokemon like Clefable, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Leftovers can be used for more longevity, especially common on Substitute sets, while Life Orb is used for more offensive presence and pressure. Garchomp's sweeping Scale Shot set more often needs its health to be able to set up and sweep, while hazard sets can switch in more freely to wallbreak and set up Stealth Rock. This sentence doesn't really bear in mind the set change we made. We want to explain the opportunity cost of Stone Edge with Stealth Rock, not Scale Shot with Stealth Rock.

Many Pokemon can benefit from Garchomp's ability to pressure most Flying types, most notably Kartana and Rillaboom, which overloads Flying-type defensive checks and can break through teams incredibly easily with pressure through hazards, Knock Off, and the fear of Garchomp's Stone Edge. You still haven't removed Rillaboom; again, it's just, not that good with Garchomp because of the Grassy Terrain issue. Additionally, Corviknight can serve as a good defensive partner. Garchomp can situationally check Corviknight's checks, such as Heatran and Tapu Koko, while Corviknight can check some common revenge killers like Rillaboom. Can Corviknight pivot around anything that can give Garchomp a wallbreaking opportunity? Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable. Heatran or Magnezone can exert pressure on all of these to give Garchomp more freedom to set up and sweep.

I asked in my original check to see a mention of Cinderace or other potential offensive partners. Can you add them please? I think I'd also like to mention how this set works well on HO cores too, especially with Screens support. Things like Tapu Koko in particular work well, especially since Koko can U-turn out against stuff like Glowking, for example, while setting dual Screens.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Fire Blast / Endure
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]

Physically defensive Garchomp is one of the best Stealth Rock setters in the tier because of its incredible ability to keep hazards up and pressure Defoggers with Toxic. It has good defensive utility because of its phenomenal defensive typing, and the combination of Rocky Helmet and Rough Skin punishes any physical contact moves, deterring U-turn and enabling Garchomp to check Cinderace, Melmetal, and other physical attackers in a pinch. Quality of utility =/= good typing. A good typing helps to dispense utility but the quality of the utility itself is not defined by the typing. I think I'd like to see this sentence rephrased to moreso focus on how it interacts with physical attackers and as a tank. While Rest can be used for added longevity, Fire Blast is used to pressure Steel-types like Ferrothorn, Skarmory, and Corviknight who would otherwise be free to set up their own hazards or remove Defog Garchomp's Stealth Rocks. Endure is used mainly on offensive teams who use this as another chance to get Rocky Helmet + Rough Skin damage on a physically attacking Pokemon. I mean... kind of? Regardless I think this sentence should be reworded a bit; it's a bit awkwardly conveyed, especially with the use of "another chance". I'd just say something like "On the other hand, Endure allows for Rocky Helmet + Rough Skin recoil to stack further, further pressuring contact attackers like [examples]." 56 Speed EVs let Garchomp outspeed most notably max Speed unboosted Magearna and neutral nature, max Speed most Heatrans.

Physically defensive Garchomp provides hazards support that Pokemon like Rillaboom and Kartana benefit from. Again, no on Rillaboom. Mention different offensive Pokemon that can benefit from hazards/contact recoil and explain what they can do for Garchomp. They can Knock Off Flying-type Defoggers and appreciate Garchomp's pressure on checks like Tangrowth and the aforementioned Flying types from hazards and Toxic. Garchomp's strain on Defoggers can help other dedicated hazards setters like Ferrothorn and Skarmory. Cinderace is another offensive partner that benefits from Garchomp's pressure on Toxapex, Slowbro, and Flying types from hazards and Toxic. Can Cinderace do anything in return for Garchomp? One thing that comes to mind is how Cinderace can naturally pressure Ferrothorn and Corviknight with Pyro Ball, letting it afford a different option like Endure or Rest. Garchomp's immense pressure on Heatran specifically, through its typing and hazards, can also make special attackers such as Magearna, Tapu Lele, and Calm Mind Clefable ideal teammates. These three hate dealing with Glowking too, and Garchomp terrifies it.

[STRATEGY COMMENTS]
Other Options
====

On sand-based teams, Garchomp can run Sand Veil instead of Rough Skin to fish for misses and set up behind Substitutes for free, with passive recovery in Leftovers. Adding this to the main SD set, and it can be confused for use on the Tank set in OO. Garchomp can run a Naive Nature and Fire Blast on setup Swords Dance sets to lure and punish Steel-types like Corviknight and Skarmory. More dedicated mixed sets, utilizing a Mild Nature, can aim to lure in defensive checks like Landorus-Therian, Slowbro, and Buzzwole as well as Corviknight and Skarmory and punish with a strong, invested Draco Meteor or Fire Blast. Lastly, Soft Sand can alternatively be used on Swords Dance sets to boost the power of Earthquake singularly instead of all of Garchomp's moves, with the benefit of having no recoil.

Checks and Counters
====

**Fairy Types**: Physically defensive Fairy types like Clefable and Tapu Fini can switch in on hazard setting sets and Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon immunity can be strategically used to block Scale Shot speed boosts, making Garchomp easier to revenge kill by faster threats. This is somewhat unreliable though because although Garchmp's Speed remains unboosted, a sacrifice may be required to get a free switch in to revenge kill.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp effectively without Fire Blast or Toxic, and can cripple it with a Scald, Toxic, Stun Spore, or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves easily and force it out consistently when unboosted.

**Corviknight and Skarmory**: Both of these Steel-Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge. Their high Defense lets them chip Garchomp easily, set up on it with Iron Defense, or pivot out with U-turn into a different check like Clefable or a revenge killer like Rillaboom or force it out with Whirlwind respectively.

**Revenge Killers**:
Rillaboom's priority in Grassy Glide and its ability Grassy Surge weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed. Garchomp, especially when its Defense is lowered, can also be revenge killed by other forms of priority like Cinderace's Sucker Punch.


[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
You removed the set amendment for the Swords Dance variant; by accident, which is fine! Please revert that and make the appropriate analysis changes. Please let me know when you've added these changes.
 

DKM

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AM Check

and its setup set can be unreliable due to Scale Shot misses and the prevalence of priority Sucker Punches or Grassy Glides that can revenge kill Garchomp easily while its defense is lowered,
This is nitpicky but I'd just say "due to Scale Shot's unreliability". Even if u hit you have to hope you get more than 2 or 3 hits or else it's just pretty weak and the defense drop sucks in general even if Sucker Punch isn't as relevant without Ace.

Garchomp is an excellent Stealth Rock setter because of its ability to check threaten Defoggers such as Zapdos, Mandibuzz, and Moltres with Stone Edge
Gets the point across better.

Leftovers can be used for more longevity, especially common on Substitute sets
I feel like sub should always run lefties and is notably useful there.

Scale Shot is often used on hyper offensive teams utilizing other Pokemon to break through Flying types as well as Reflect and Light Screen to make a Garchomp sweep as easy as possible.
The way you worded this kinda implies that the Pokemon taking on Flying-types are the same ones setting up screens, which isn't really the case.

deterring U-turn and enabling Garchomp to consistently soft check Melmetal, Kartana, Hawlucha and other physical attackers in a pinch.
"Consistently soft check in a pinch" seems kind of contradictory. Despite punishing them heavily, Garchomp isn't really consistent against any of them.

**Corviknight and Skarmory**:
You should probably mention they both hate Fire Blast.

Cinderace's Sucker Punch
Rip.


There are also some parts of ausma's check that I don't think you implemented (like a Rillaboom mention on the defensive set).
 

ausma

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OU Forum Leader
round again back again

comments in orange
additions/changes in purple
removals will be striked

[Overview]

Garchomp's speed tier, great Attack stat, and relevant coverage options let it perform several roles such as a Stealth Rock setter, wallbreaker, and physically defensive tank utilizing its ability and good defensive typing. Solid starting sentence in its content, but I think it needs a bit of rewording; namely from the last part with "utilizing its ability and good defensive typing". I think a good way to reformat that without putting an accidental emphasis on its speed tier, attacking stat, and coverage is to list its defensive typing/bulk in the start of the sentence. It serves as one of the best hazard setters in the tier because of the immense pressure it places on Defoggers such as Mandibuzz, Zapdos, Moltres, and Tornadus-Therian through Toxic or the combination of Swords Dance and Stone Edge. It is also one of the best wallbreakers and cleaners in the metagame because of its nearly unresisted STABs, above-average speed tier and good natural bulk. I think a greater emphasis should be put on its wallbreaking abilities, as that's likely the greatest reason to run Garchomp at the current moment; also move this sentence above the hazard setting comment, so that way your explanation of its struggle to keep up rocks against Lando/Corvi is transitioned into more naturally, and you place a greater emphasis on the wallbreaking. Despite this, Garchomp can struggle to keep up Stealth Rock vs Corviknight and Landorus-Therian, and its setup set can be unreliable due to Scale Shot's inaccuracy as well as a lack of natural longevity. Another case of awkward wording and emphasis here. I wouldn't mention its longevity as an afterthought, especially right next to Scale Shot's inconsistency. Additionally, it can face competition from Landorus-Therian as a Stealth Rock setter due to Landorus' Knock Off removing most Defoggers' Heavy Duty Boots and its pivoting capabilities with U-turn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Stone Edge
move 4: Scale Shot / Stealth Rock
item: Life Orb / Leftovers
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wallbreaker because of its nearly unresisted STAB moves and access to Stone Edge for Flying-types like?, in addition to Scale Shot Speed boosts making Garchomp outspeed slower revenge killers and sweep effectively. Garchomp is an excellent Stealth Rock setter because of its ability to threaten Defoggers such as Zapdos, Mandibuzz, and Moltres with Stone Edge. Swords Dance lets it wallbreak through bulkier Pokemon like Clefable, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Slowbro would be a pretty ok example here, possibly over Clefable because Clefable is kind of inconsistent given that it faces quite a lot of pressure as it is. Leftovers can be used for more longevity, especially on Substitute sets, while Life Orb is used to apply for more offensive presence and better pressure against physical walls like [examples]. We want to explore the execution of Life Orb's power boost, as opposed to being general. Garchomp's sweeping Scale Shot set more often needs its health to be able to set up and sweep, while hazard sets can switch in more freely to wallbreak and set up Stealth Rock. Scale Shot is often used on hyper Offense teams utilizing other Pokemon to break through Flying types other wallbreakers alongside Reflect and Light Screen support to make a Garchomp sweep as effectively as possible.

Many Pokemon can benefit from Garchomp's ability to pressure most Flying types, most notably Kartana and Melmetal, which benefit from Garchomp's overload of Flying-type defensive checks utilizing Stone Edge and Swords Dance and can break through teams incredibly easily with pressure through hazards, Knock Off, and the fear of Garchomp's Stone Edge. This is confusingly worded, and implies that Garchomp is using Knock Off and miscellaneous hazards. I'd reword this last part to better explore the execution of these two examples, also explaining how Melmetal and Kartana can pressure/chip Garchomp checks to get them in range of a boosted attack. Additionally, Corviknight can serve as a good defensive partner. Garchomp can situationally check Corviknight's checks, such as Heatran and Tapu Koko, while Corviknight can check some common revenge killers like Rillaboom. Chomp doesn't really do a good job at checking Tapu Koko due to STAB-boosted Dazzling Gleam. Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable; Heatran or Magnezone can exert pressure on all of these checks to give Garchomp more freedom to set up and sweep easier set-up opportunities. I'd like to see a mention of a Screens setter like Tapu Koko, too; Koko can also pressure Corviknight/Skarmory when using its offensive pivot set as well.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Fire Blast / Endure
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]

Physically defensive Garchomp is one of the best Stealth Rock setters in the tier because of its incredible ability to keep hazards up and pressure conventional Defoggers like? with Toxic. It can take advantage of its good defensive utility using of its good defensive typing and the combination of Rocky Helmet and Rough Skin that punishes to punish common physical contact moves like U-turn and enabling Garchomp to soft check contact-wielding physical attackers like Melmetal, Kartana, Hawlucha and other physical attackers in a pinch. I somewhat disagree with DKM when it comes to this mention's presence in the analysis, but I do agree with the sentiment of his criticism here. I think mentioning this is fine, but I'm more concerned about the use of "soft check". I reworded this sentence a bit to help with that and go along with the listing of "punish". While Rest can be used for added longevity, Fire Blast is an option to pressure Steel-types like Ferrothorn, Skarmory, and Corviknight who would otherwise be free to set up their own hazards or remove Garchomp's Stealth Rock respectively. Endure is used mainly on offensive teams who use this to as another stack more Rocky Helmet + Rough Skin damage on a contact attacker. 56 Speed EVs let Garchomp outspeed most defensive Landorus-Therian and neutral nature, max Speed Heatran. It's solely for max speed, neutral nature Heatran. This investment speed ties defensive Lando, but doesn't outspeed it.

Physically defensive Garchomp provides hazards support that Pokemon like Kartana and Rillaboom benefit from. They can Knock Off Flying-type Defoggers and appreciate Garchomp's pressure on checks like Tangrowth and the aforementioned Flying types from hazards and Toxic. Great, but there are no aforementioned Flying-types that you've mentioned so far. Give examples here. However, Grassy Surge weakening Earthquake usually warrants a change in moveset from Earthquake to either Stomping Tantrum or Scorching Sands. Garchomp's strain on Defoggers can help other dedicated hazards setters like Ferrothorn and Skarmory. Garchomp's immense pressure on Heatran and Slowking-Galar specifically, through its typing and hazards, can also make special attackers such as Tapu Lele and Calm Mind Clefable ideal teammates. One more good example should do it here; can either be offensive or defensive, but I think among the options, maybe pivot Koko could be good?

[STRATEGY COMMENTS]
Other Options
====

On sand-based teams, Garchomp can run Sand Veil instead of Rough Skin to fish for misses and set up with Swords Dance behind Substitutes for free, with passive recovery in Leftovers. It can run a Naive Nature and Fire Blast on setup Swords Dance sets to lure and punish Steel-types like Corviknight and Skarmory. More dedicated mixed sets, utilizing a Mild Nature, can aim to lure in defensive checks like Landorus-Therian, Slowbro, and Buzzwole as well as Corviknight and Skarmory and punish with a strong, invested Draco Meteor or Fire Blast. Lastly, Soft Sand can alternatively be used on Swords Dance sets to boost the power of Earthquake singularly instead of all of Garchomp's moves, with the benefit of having no recoil.

Checks and Counters
====

**Fairy Types**: Physically defensive Fairy types like Clefable and Tapu Fini can switch in on hazard setting sets and Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon-type immunity can be strategically used to block Scale Shot speed boosts, making Garchomp easier to revenge kill by faster threats. This is somewhat unreliable however because although Garchmp's Speed remains unboosted, a sacrifice may be required to get a free switch in to revenge kill.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp effectively without Fire Blast or Toxic, and can cripple it with a Scald, Toxic, Stun Spore, or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves easily and force it out consistently when unboosted if Garchomp's Attack is unboosted.

**Corviknight and Skarmory**: Both of these Steel-Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge, although may be threatened by a rare Fire Blast. Their high Defense and typing lets them chip Garchomp easily, set up on it with Iron Defense, or pivot out with U-turn into a different check like Clefable or a revenge killer like Rillaboom or force it out with Whirlwind respectively.

**Revenge Killers**: Rillaboom's priority in Grassy Glide and its ability Grassy Surge weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed. Any other priority users/relevant revenge killers to mention here? You only have Rillaboom.


[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[stareal, 481219], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
I won't go through all of them, but make any instance of "Flying type" or anything referencing a specific type to include a dash between the type and type; "Flying-type", for example.

Regardless of this, however, this is looking close to getting a stamp from me, so just let me know when you've implemented these and I'll give this one last look through.
 

ausma

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villager noise

comments in orange
additions/changes in purple
removals will be striked

[Overview]

Garchomp's speed tier, great Attack stat, relevant coverage options, ability, and good defensive typing let it perform several roles such as a Stealth Rock setter, wallbreaker, and physically defensive tank. It is one of the best wallbreakers and cleaners in the metagame because of its nearly unresisted STABs, above-average speed tier and good natural bulk. It also serves as one of the best hazard setters in the tier because of the immense pressure it places on Defoggers such as Mandibuzz and Zapdos, and Moltres, and Tornadus-Therian through Toxic or the combination of Swords Dance and Stone Edge. Probably not Tornadus-T due to the speed difference. Moltres isn't really relevant enough for a mention either. Despite this, Garchomp can struggle to keep up Stealth Rock vs Corviknight and Landorus-Therian, and its setup set can be unreliable due to Scale Shot's inaccuracy as well and lack of natural longevity. Make longevity a solo mention, I'm still not really sure how I feel about it being at the end of the Scale Shot mention. Additionally, it can face competition from Landorus-Therian as a Stealth Rock setter due to Landorus' Knock Off removing most Defoggers' Heavy Duty Boots and its pivoting capabilities with U-turn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Stone Edge
move 4: Scale Shot / Stealth Rock
item: Life Orb / Leftovers
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wallbreaker because of its nearly unresisted STAB moves and access to Stone Edge for Flying-types such as Zapdos, Mandibuzz, and Moltres, in addition to Scale Shot Speed boosts making Garchomp outspeed slower revenge killers and sweep effectively. Additionally, Garchomp is an excellent Stealth Rock setter because of its ability to threaten bulky Defog users like Mandibuzz with a boosted Stone Edge. Bump this sentence behind the following one, especially because you can accent this sentence with Swords Dance so you can actually threaten Mandibuzz if it's still healthy. Made that change for you for convenience's sake. Swords Dance lets it wallbreak through bulkier Pokemon like Slowbro, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Leftovers can be used for more longevity, especially on Substitute sets, while Life Orb is used to apply more pressure against physical walls like Clefable and Ferrothorn. Garchomp's sweeping Scale Shot set more often needs its health to be able to set up and sweep, while hazard sets can switch in more freely to wallbreak and set up Stealth Rock. Move this sentence behind the following sentence. Scale Shot is often used on offense teams utilizing other wallbreakers alongside Reflect and Light Screen support to make a Garchomp sweep as effectively as possible.


Many Pokemon can benefit from Garchomp's ability to pressure most Flying types, most notably Kartana and Melmetal, which benefit from Garchomp's overload of Flying-type defensive checks. Garchomp can help these Pokemon break through teams incredibly easily with pressure through Stone Edge or Stealth Rock, as well as teammates' Knock Off support. Not relevant to Garchomp. Additionally, Corviknight can serve as a good defensive partner. Garchomp can situationally offensively answer Corviknight's checks, such as Heatran and Toxapex, while Corviknight can check some common revenge killers like Rillaboom. Not sure if I'd call Toxapex a Corviknight check, especially since Corviknight can PP stall it with Pressure. Maybe get a different example? Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable. Heatran, Magnezone, or Tapu Koko can exert pressure on these checks to give Garchomp easier setup opportunities.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Fire Blast / Endure
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]

Garchomp is one of the best Stealth Rock setters in the tier because of its ability to keep hazards up and pressure conventional Defoggers like Landorus-Therian, Zapdos, and Mandibuzz with Toxic. Maybe Tornadus-T over Landorus-T, cuz the latter doesn't run Defog as commonly. It can take advantage of its good defensive utility using its typing and the combination of Rocky Helmet and Rough Skin to punish any physical contact moves like U-turn and contact-wielding physical attackers like Melmetal, Kartana, Hawlucha. While Rest can be used for added longevity, Fire Blast is an option to pressure Steel-types like Ferrothorn, Skarmory, and Corviknight who would otherwise be free to set up their own hazards or remove Garchomp's Stealth Rock respectively. Endure is used mainly on offensive teams who use this to stack more Rocky Helmet + Rough Skin damage on a contact attacker. 56 Speed EVs let Garchomp outspeed neutral nature, max Speed Heatran.

Physically defensive Garchomp provides hazards support that Pokemon like Kartana and Rillaboom benefit from. They can Knock Off Flying-type Defoggers such as Zapdos and Mandibuzz, and appreciate Garchomp's pressure on checks like Tangrowth and the aforementioned Flying types from hazards and Toxic. However, Grassy Surge weakening Earthquake usually warrants a change in moveset from Earthquake to either Stomping Tantrum or Scorching Sands. Garchomp's strain on Defoggers can help other dedicated hazards setters like Ferrothorn and Skarmory. Tapu Koko is also a good partner due to its pressure on Flying-types - especially Corviknight and Skarmory - that can free up Garchomp's fourth moveslot as well and can benefit from Garchomp's pressure on Tangrowth, Slowking-Galar, and Landorus-Therian through Toxic and Earthquake. Garchomp's immense pressure on Heatran and Slowking-Galar specifically, through its typing and hazards, can also make special attackers such as Tapu Lele and Calm Mind Clefable ideal teammates.

[STRATEGY COMMENTS]
Other Options
====

On sand-based teams, Garchomp can run Sand Veil instead of Rough Skin to fish for misses and set up with Swords Dance behind Substitutes for free, with passive recovery in Leftovers. It can run a Naive Nature and Fire Blast on setup Swords Dance sets to lure and punish Steel-types like Corviknight and Skarmory. More dedicated mixed sets, utilizing a Mild Nature, can aim to lure in defensive checks like Landorus-Therian, Slowbro, and Buzzwole as well as Corviknight and Skarmory and punish with a strong, invested Draco Meteor or Fire Blast. Lastly, Soft Sand can alternatively be used on Swords Dance sets to boost the power of Earthquake singularly instead of all of Garchomp's moves, with the benefit of having no recoil.

Checks and Counters
====

**Fairy-types**: Physically defensive Fairy types like Clefable and Tapu Fini can switch in on hazard setting sets and Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon-type immunity can be strategically used to block Scale Shot speed boosts, making Garchomp easier to revenge kill by faster threats. This is somewhat unreliable though because although Garchmp's Speed remains unboosted, a sacrifice may be required to get a free switch in to revenge kill.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp effectively without Fire Blast or Toxic, and can cripple it with a Scald, Toxic, Stun Spore, or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves and force it out consistently if Garchomp's attack is unboosted.

**Corviknight and Skarmory**: Both of these Steel-Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge, although may be threatened by Fire Blast. Their high Defense and typing lets them chip Garchomp easily, set up on it with Iron Defense, or pivot out with U-turn into a different check like Clefable or a revenge killer like Rillaboom or force it out with Whirlwind respectively.

**Rillaboom**: Rillaboom's priority in Grassy Glide and its ability Grassy Surge weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed.


[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[stareal, 481219], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
great work, qc 2/2
 

Martin

A monoid in the category of endofunctors
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I don't think there's any reason to explicitly say Mild when mentioning the mixed set in OO considering Hasty is also a viable option on MixChomp. Garchomp can realistically attain most of the KOs it needs to anyway, with most of the missed ones landing after really trivial amounts of chip regardless (you are mostly just gonna click EQ and SR/SD for conditioning until you're ready to cash in with Draco/Blast, and for 'mons like Lando-T you 2HKO from full anyway), meanwhile running mild misses out on timid Kyurem, Hydreigon, fast Zapdos, specs Lele, opposing Chomp tie etc.—base 101 is stupid good. I think you should just say "with maximum Special Attack" instead.
 

Katy

Banned deucer.
This is an AM GP check, you can add and remove, if you think that it fits. One sidenote on hazards, it is always entry hazards not only hazards for future reference. Also Reflect and Light Screen support is always be written dual screens support. :)

Blue = Add
Red = Remove


[Overview]

Garchomp's speed tier, great Attack stat, relevant coverage options, ability, and good defensive typing let it perform several roles such as a Stealth Rock setter, wallbreaker, and physically defensive tank. It is one of the best wallbreakers and cleaners in the metagame because of its nearly unresisted STABs, above-average speed tier and good natural bulk. It also serves as one of the best entry hazard setters in the tier because of the immense pressure it places on Defoggers such as Mandibuzz and Zapdos through Toxic or the combination of Swords Dance and Stone Edge. Despite this, Garchomp can struggle to keep up Stealth Rock vs Corviknight and Landorus-Therian, and its setup set can be unreliable due to Scale Shot's inaccuracy. Garchomp also suffers lack of natural longevity, making it vulnerable to chip damage from switching in on Pokemon like Heatran or Zapdos. Additionally, it can face competition from Landorus-Therian as a Stealth Rock setter due to Landorus-T's Knock Off removing most Defoggers' Heavy-Duty Boots and its pivoting capabilities with U-turn.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Stone Edge
move 4: Scale Shot / Stealth Rock
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wallbreaker because of its nearly unresisted STAB moves and access to Stone Edge for Flying-types such as Zapdos, Mandibuzz, and Moltres, in addition to Scale Shot Speed boosts making Garchomp outspeed slower revenge killers and sweep effectively. Additionally, Garchomp is an excellent Stealth Rock setter because of its ability to threaten bulky Defog users like Mandibuzz with a boosted Stone Edge. Swords Dance lets it wallbreak through bulkier Pokemon like Slowbro, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Leftovers can be used for more longevity, especially on Substitute sets, while Life Orb is used to apply more pressure against physical walls like Clefable and Ferrothorn. Scale Shot is often used on offense teams utilizing other wallbreakers alongside Reflect and Light Sdual screens support to make a Garchomp sweep as effectively as possible. Garchomp's sweeping Scale Shot set more often needs its health to be able to set up and sweep, while entry hazard sets can switch in more freely to wallbreak and set up Stealth Rock.


Many Pokemon can benefit from Garchomp's ability to pressure most Flying-types, most notably Kartana and Melmetal, which benefit from Garchomp's overload of Flying-type defensive checks. Garchomp can help these Pokemon break through teams incredibly easily with pressure through Stone Edge or Stealth Rock. Additionally, Corviknight can serve as a good defensive partner. Garchomp can offensively answer Corviknight's checks, such as Heatran and Zapdos, while Corviknight can check some common revenge killers like Rillaboom. Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying-types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable. Heatran, Magnezone, or Tapu Koko can exert pressure on these checks to give Garchomp easier setup opportunities.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Fire Blast / Endure
item: Rocky Helmet
ability: Rough Skin
nature: Impish
evs: 252 HP / 200 Def / 56 Spe

[SET COMMENTS]

Garchomp is one of the best Stealth Rock setters in the tier because of its ability to keep entry hazards up and pressure conventional Defoggers like Zapdos, Mandibuzz, and Tornadus-Therian with Toxic. It can take advantage of its good defensive utility using its typing and the combination of Rocky Helmet and Rough Skin to punish any physical contact moves like U-turn and contact-wielding physical attackers like Melmetal, Kartana, and Hawlucha. While Rest can be used for added longevity, Fire Blast is an option to pressure Steel-types like Ferrothorn, Skarmory, and Corviknight who would otherwise be free to set up their own entry hazards or remove Garchomp's Stealth Rock respectively. Endure is used mainly on offensive teams who use this to stack more Rocky Helmet + Rough Skin damage on a contact attacker. 56 Speed EVs let Garchomp outspeed neutral nature, max Speed Heatran.

Physically defensive Garchomp provides entry hazards support that Pokemon like Kartana and Rillaboom benefit from. They can Knock Off Flying-type Defoggers such as Zapdos and Mandibuzz, and appreciate Garchomp's pressure on checks like Tangrowth and the aforementioned Flying-types from entry hazards and Toxic. However, Grassy Surge weakening Earthquake usually warrants a change in moveset from Earthquake to either Stomping Tantrum or Scorching Sands. Garchomp's strain on Defoggers can help other dedicated entry hazards setters like Ferrothorn and Skarmory. Tapu Koko is also a good partner due to its pressure on Flying-types - especially Corviknight and Skarmory - that can free up Garchomp's fourth moveslot as well and can benefit from Garchomp's pressure on Tangrowth, Slowking-Galar, and Landorus-Therian through Toxic and Earthquake. Garchomp's immense pressure on Heatran and Slowking-Galar specifically, through its typing and entry hazards, can also make special attackers such as Tapu Lele and Calm Mind Clefable ideal teammates.

[STRATEGY COMMENTS]
Other Options
====

On sand-based teams, Garchomp can run Sand Veil instead of Rough Skin to fish for misses and set up with Swords Dance behind Substitutes for free, with passive recovery in Leftovers. It can run a Naive Nature and Fire Blast on setup Swords Dance sets to lure and punish Steel-types like Corviknight and Skarmory. More dedicated mixed sets, also utilizing Naive Nature and maximum Special Attack investment, can aim to lure in defensive checks like Landorus-Therian, Slowbro, and Buzzwole as well as Corviknight and Skarmory and punish with a strong, invested Draco Meteor or Fire Blast. Lastly, Soft Sand can be used as an alternatively be used on Swords Dance sets to boost the power of Earthquake singularly instead of all of Garchomp's moves, with the benefit of having no recoil.

Checks and Counters
====

**Fairy-Types**: Physically defensive Fairy-types like Clefable and Tapu Fini can switch in on entry hazard setting sets and Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon-type-immunity can be strategically used to block Scale Shot speed boosts, making Garchomp easier to revenge kill by faster threats. This is somewhat unreliable though because although Garchmp's Speed remains unboosted, a sacrifice may be required to get a free switch in to revenge kill.

**Physically Ddefensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp effectively without Fire Blast or Toxic, and can cripple it with a Scald, Toxic, Stun Spore, or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves and force it out consistently if Garchomp's attack is unboosted.

**Corviknight and Skarmory**: Both of these Steel-Flying-types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge, although may bbut they have threatened byo watch out for Fire Blast. Their high Defense and typing lets them chip Garchomp easily, set up on it with Iron Defense, or pivot out with U-turn into a different check like Clefable or a revenge killer like Rillaboom or force it out with Whirlwind respectively.

**Rillaboom**: Rillaboom's priority in Grassy Glide and its ability Grassy Surge weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed.


[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[stareal, 481219], [[ausma, 360720]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
Last edited:

Adeleine

after committing a dangerous crime
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Add/Fix Remove Comment
(AC): Add Comma

[Overview]

Garchomp's above-average Speed tier, great Attack stat, relevant coverage options, ability, and good defensive typing let it perform several roles such as a Stealth Rock setter, wallbreaker, and setting Stealth Rock, wallbreaking, and being a physically defensive tank. It is one of the best wallbreakers and cleaners in the metagame because of its nearly unresisted STABs, above-average speed tier STAB move combination, Speed tier, and good natural bulk. It also serves as one of the tier's best entry hazard setters in the tier because of the immense pressure it places on because it immensely pressures Defoggers such as Mandibuzz and Zapdos through Toxic or the combination of Swords Dance and Swords Dance + Stone Edge. Despite this, Garchomp can struggle to keep up Stealth Rock versus Corviknight and Landorus-T, and its setup set can be is somewhat unreliable due to Scale Shot's inaccuracy imperfect accuracy. Garchomp also suffers lack of natural from lacking longevity, making it vulnerable to chip damage from switching in on Pokemon like Heatran or and Zapdos. Additionally, it can faces competition from Landorus-T as a Stealth Rock setter due to Landorus-T's Knock Off removing most Defoggers' Heavy-Duty (added hyphen) Boots and its pivoting capabilities with U-turn providing pivoting.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Fire Fang / Stone Edge
move 4: Scale Shot / Stealth Rock
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful setup sweeper or wallbreaker because of its nearly unresisted STAB moves and access to Stone Edge for Flying-types such as Zapdos, Mandibuzz, and Moltres. in addition to Scale Shot Speed boosts making Garchomp outspeed slower revenge killers and sweep effectively. Additionally, Garchomp is an excellent Stealth Rock setter because of its ability to threaten bulky Defog users like Mandibuzz with a boosted Stone Edge Swords Dance lets it wallbreak through bulkier Pokemon like Slowbro, Ferrothorn, and Tapu Fini that would otherwise be able to check it. Garchomp primarily uses Fire Fang on Scale Shot sets to check Corviknight, Skarmory, and Ferrothorn, while Stone Edge can be used to check other common Flying-types like Mandibuzz and Zapdos. Leftovers are used for more longevity, while Life Orb can be used to apply move combination and tools to pressure checks. It primarily uses Fire Fang on Scale Shot sets to check Corviknight, Skarmory, and Ferrothorn. Scale Shot's Speed boost makes Garchomp outspeed slower revenge killers and sweep effectively. Stone Edge fits on both Scale Shot and Stealth Rock sets to threaten Flying-types such as Zapdos, Mandibuzz, and Moltres that could check the former or use Defog against the latter. Threatening these bulky Defoggers makes Garchomp an excellent Stealth Rock setter. Leftovers provides more longevity, while Life Orb applies (reorganization + some rewording. this seems to agree with what you wrote, but lmk if anything's off, particularly if stone edge is only for stealth rock sets; it seemed to not be, but I wasn't sure. another thing to double check is saying the flying-types can both check scale shot and defog) more pressure against physical walls like Clefable and Ferrothorn. Scale Shot is often used on offense teams utilizing other wallbreakers alongside dual screens support to make a Garchomp sweep as effectively as possible. Garchomp's sweeping Scale Shot set more often needs its health to be able to set up and sweep, while entry hazard sets can switch in more freely to wallbreak and set up Stealth Rock.

Scale Shot Garchomp often features on offense teams utilizing other wallbreakers alongside dual screens support to make it sweep as effectively as possible. Scale Shot sets often need their health to be able to set up and sweep, while Stealth Rock sets can switch in more freely to wallbreak and set up Stealth Rock. If Garchomp runs Stealth Rock and/or Stone Edge, many (again, I imagine the "and/or" makes sense, but if only "and" makes sense, then obviously do that) Pokemon can benefit from Garchomp's its ability to pressure most Flying-types, most notably Kartana and Melmetal, which benefit from Garchomp's overload of Flying-type defensive checks. Garchomp can help these Pokemon break through teams incredibly easily with pressure through Stone Edge or Stealth Rock. can break through teams incredibly easily. (you can eg add "sometimes" "possibly" etc before "break" if this reads too certain) Additionally, Corviknight can serve as a good defensive partner. Garchomp can offensively answer Corviknight's checks, such as Heatran and Zapdos, while Corviknight can check some common revenge killers like Rillaboom. Swords Dance Garchomp does not have many solid defensive answers besides Steel-Flying-types Steel / Flying types such as Skarmory and Corviknight, and Unaware Pokemon like Clefable. Heatran, Magnezone, or and Tapu Koko can exert pressure on these checks to give Garchomp easier setup opportunities.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Protect / Flamethrower
item: Rocky Helmet / Leftovers
ability: Rough Skin
nature: Jolly
evs: 252 HP / 136 Def / 120 Spe

[SET COMMENTS]

Tank Garchomp is one of the best Stealth Rock setters in the tier because of its ability to keep entry hazards up and pressure conventional Defoggers like Zapdos, Mandibuzz, and Tornadus-T with Toxic. It can take advantage of its good defensive utility using its typing and the combination of Rocky Helmet and Rough Skin to punish any physical contact moves like U-turn and contact-wielding many physical attackers like Melmetal, Kartana, and Hawlucha. Rest can be used for gives added longevity and prevention against removes status caused by Pokemon Garchomp switches into, including Heatran and Zapdos. Protect is useful to scout moves from Choice-locked Pokemon like Choice Scarf Landorus-T or and Choice Band Rillaboom, and it is especially useful on Leftovers sets for more reliable better recovery every other turn. Flamethrower is an option to pressure Steel-types like Ferrothorn and Skarmory, (AC) who which would otherwise be free to set up their own entry hazards or remove Garchomp's Stealth Rock, (AC) respectively. It can also help Garchomp (or "let Garchomp" if it requires Flamethrower to check them) check offensive Grass-types like Rillaboom or and Kartana that would otherwise take little damage from Earthquake. 120 Speed EVs with a Jolly nature let Garchomp outspeed maximum Speed Nidoking, most defensive Landorus-T, and maximum Speed Heatran, and everything slower.

Physically defensive Garchomp provides entry hazard support that Pokemon like Kartana and Rillaboom benefit from. They can use Knock Off to help Garchomp pressure (assuming that makes sense) Flying-type Defoggers such as Zapdos and Mandibuzz that check them, and they also appreciate Garchomp's pressure on other checks like Tangrowth and the aforementioned Flying types from entry hazards and Toxic. However, Grassy Surge Rillaboom's Grassy Terrain weakening Earthquake usually warrants a change in moveset from Earthquake to replacement STAB move of either Stomping Tantrum or Scorching Sands. Garchomp's strain on Defoggers can help other dedicated entry hazards setters like Ferrothorn and Skarmory. Tapu Koko is also a good partner due to its pressure on Flying-types—especially Corviknight and Skarmory—that can free up Garchomp's fourth moveslot, (AC) as well and can benefit and it benefits from Garchomp's pressure on Tangrowth, Slowking-Galar Galarian Slowking, and Landorus-T through Toxic and Earthquake. Garchomp's immense pressure on Heatran and Slowking-Galar specifically, through its typing and entry. hazards, Galarian Slowking, specifically, can also make special attackers such as Tapu Lele and Calm Mind Clefable ideal teammates.

[STRATEGY COMMENTS]
Other Options
====

On sand-based teams, Garchomp can run Sand Veil instead of Rough Skin with Swords Dance, Substitute, and Leftovers to fish for misses and set up with Swords Dance behind Substitutes for free, with passive recovery in Leftovers to safely set up. It can run a Naive nature and Fire Blast on setup Swords Dance sets to lure and punish Steel-types it lures in like Corviknight and Skarmory. More dedicated mixed sets, also utilizing a Naive nature and with maximum Special Attack investment, can aim to lure in punish lured in defensive checks like Landorus-T, Slowbro, and Buzzwole, (AC) as well as Corviknight and Skarmory, (AC) and punish with a strong, invested with a strong Draco Meteor or Fire Blast.

Checks and Counters
====

**Fairy-types**: Physically defensive Fairy-types (added hyphen) like Clefable and Tapu Fini can switch in on entry hazard setting Stealth Rock sets and use Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon-type immunity can be strategically used to lets them strategically block Scale Shot Speed boosts, making Garchomp easier to revenge kill by faster threats. This is somewhat unreliable, (AC) though, (AC) because although Garchmp's Speed remains unboosted, a sacrifice may be required revenge killers still may need a sacrifice to get a free switch in to revenge kill.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp effectively without Fire Blast or Toxic (RC) effectively and can cripple it with a Scald, Toxic, Stun Spore, or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves and force it out consistently if Garchomp's attack is unboosted it hasn't used Swords Dance.

**Corviknight and Skarmory**: Both of these Steel-Flying-types Steel / Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge, although they have to be cautious of Fire Blast. Their high Defense and typing lets them chip Garchomp easily, set up on it with Iron Defense, or pivot out with U-turn into a different check like Clefable or a revenge killer like Rillaboom in Corviknight's case, or force it out with Whirlwind respectively in Skarmory's.

**Rillaboom**: Rillaboom's priority in Grassy Glide and its ability Grassy Surge Grassy Terrain weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed.


[CREDITS]
- Written by: [[ashwins72, 513717]]
- Quality checked by: [[stareal, 481219], (removed extra bracket before ausma) [ausma, 360720]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]

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Lumari

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GP 2/2
[Overview]

Garchomp's above-average Speed tier, great Attack stat, relevant coverage options, ability, and good defensive typing let it perform several roles such as setting Stealth Rock, wallbreaking, being a physically defensive tank and checking physical attackers. (or w/e, more active phrasing) It is one of the best wallbreakers and cleaners in the metagame because of its nearly unresisted STAB move combination, Speed tier, and good natural bulk. It also serves as one of the tier's best entry hazard setters in the tier because it immensely pressures Defoggers such as Mandibuzz and Zapdos through Toxic or Swords Dance + Stone Edge. Despite this, Garchomp can struggle to keep up Stealth Rock versus Corviknight and Landorus-T, and its setup set is somewhat unreliable due to Scale Shot's imperfect accuracy. Garchomp also suffers from lacking longevity, making it vulnerable to chip damage from switching in on Pokemon like Heatran and Zapdos. Additionally, it faces competition from Landorus-T as a Stealth Rock setter due to Landorus-T's Knock Off removing the latter's ability to remove most Defoggers' Heavy Duty Boots with Knock Off and pivot with U-turn providing pivoting.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Earthquake
move 3: Fire Fang / Stone Edge
move 4: Scale Shot / Stealth Rock
item: Leftovers / Life Orb
ability: Rough Skin
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

Garchomp can act as a very powerful sweeper or wallbreaker because of its nearly unresisted STAB move combination and tools to pressure checks. It primarily uses Fire Fang on Scale Shot sets to check Corviknight, Skarmory, and Ferrothorn. Scale Shot's Speed boost makes Garchomp outspeed slower revenge killers and sweep effectively. Stone Edge fits on both Scale Shot and Stealth Rock sets over Fire Fang to threaten Flying-types such as Zapdos, Mandibuzz, and Moltres that could check the former or use Defog against the latter. Threatening these bulky Defoggers makes Garchomp an excellent Stealth Rock setter. Leftovers provides more longevity, while Life Orb applies more pressure against physical walls like Clefable and Ferrothorn.

Scale Shot Garchomp often features on offense teams utilizing other wallbreakers alongside dual screens support to make it sweep as effectively as possible. Scale Shot sets often need their health to be able to set up and sweep, while Stealth Rock sets can switch in more freely to wallbreak and set up Stealth Rock. If Garchomp runs Stealth Rock and/or Stone Edge, many Pokemon can benefit from its ability to pressure most Flying-types, most notably Kartana and Melmetal, which can break through teams incredibly easily. Additionally, Corviknight can serve as a good defensive partner. Garchomp can offensively answer Corviknight's checks, such as Heatran and Zapdos, while Corviknight can check some common revenge killers like Rillaboom. Swords Dance Garchomp does not have many solid defensive answers besides Steel / Flying types such as Skarmory and Corviknight (RC) and Unaware Pokemon like Clefable. Heatran, Magnezone, and Tapu Koko can exert pressure on these checks to give Garchomp easier setup opportunities.

[SET]
name: Tank
move 1: Stealth Rock
move 2: Earthquake
move 3: Toxic
move 4: Rest / Protect / Flamethrower
item: Rocky Helmet / Leftovers
ability: Rough Skin
nature: Jolly
evs: 252 HP / 136 Def / 120 Spe

[SET COMMENTS]

Tank Garchomp is one of the best Stealth Rock setters in the tier because of its ability to keep entry hazards up and pressure conventional Defoggers like Zapdos, Mandibuzz, and Tornadus-T with Toxic. It can take advantage of its typing and the combination of Rocky Helmet and Rough Skin to punish users of contact moves like U-turn and many physical attackers like Melmetal, Kartana, and Hawlucha. Rest gives added longevity and removes status caused by Pokemon Garchomp switches into, including Heatran and Zapdos. Protect is useful to scout moves from Choice-locked Pokemon like Choice Scarf Landorus-T and Choice Band Rillaboom, and it is especially useful on Leftovers sets for better recovery every other turn. Flamethrower is an option to pressure Steel-types like Ferrothorn and Skarmory, which would otherwise be free to set up their own entry hazards or remove Garchomp's Stealth Rock, respectively. It can also help Garchomp check offensive Grass-types like Rillaboom and Kartana that take little damage from Earthquake. 120 Speed EVs with a Jolly nature let Garchomp outspeed maximum Speed Nidoking, most defensive Landorus-T, and maximum Speed Heatran.

Physically defensive Garchomp provides entry hazard support that Pokemon like Kartana and Rillaboom benefit from. They can use Knock Off to help Garchomp pressure Flying-type Defoggers such as Zapdos and Mandibuzz that check them (RC) and appreciate Garchomp's pressure on other checks like Tangrowth. However, Rillaboom's Grassy Terrain weakening Earthquake usually warrants a replacement STAB move of in either Stomping Tantrum or Scorching Sands. Garchomp's strain on Defoggers can help other dedicated entry hazard setters like Ferrothorn and Skarmory. Tapu Koko is also a good partner due to its pressure on Flying-types—especially (spacing) Corviknight and Skarmory—that can free up Garchomp's fourth moveslot, and it benefits from Garchomp's pressure on Tangrowth, Galarian Slowking, and Landorus-T, and Galarian Slowking through Toxic and Earthquake. Garchomp's immense pressure on Heatran and Galarian Slowking, specifically, can also make special attackers such as Tapu Lele and Calm Mind Clefable ideal teammates.

[STRATEGY COMMENTS]
Other Options
====

On sand-based teams, Garchomp can run Sand Veil instead of Rough Skin with Swords Dance, Substitute, and Leftovers to fish for misses to safely set up. It can run a Naive nature and Fire Blast on Swords Dance sets to punish Steel-types it lures in like Corviknight and Skarmory. More dedicated mixed sets, also utilizing a Naive nature and maximum Special Attack investment, can aim to punish lured in defensive checks like Landorus-T, Slowbro, and Buzzwole, as well as Corviknight and Skarmory, with a strong Draco Meteor or Fire Blast.

Checks and Counters
====

**Fairy-types**: Physically defensive Fairy-types like Clefable and Tapu Fini can switch in on Stealth Rock sets and use Moonblast, although they have trouble checking Swords Dance sets, especially if Garchomp holds a Life Orb. Their Dragon immunity lets them strategically block Scale Shot's Speed boosts, making Garchomp easier to revenge kill by faster threats. This is somewhat unreliable, though, because revenge killers still may need a sacrifice to get a free switch in switch in freely.

**Physically Defensive Pokemon**: Physically defensive Pokemon like Slowbro, Hippowdon, and Tangrowth can check Garchomp without Fire Blast or Toxic effectively and cripple it with a Scald, Toxic, Stun Spore, or Sleep Powder respectively. All of these Pokemon can pivot into most of Garchomp's moves and force it out consistently if it hasn't used Swords Dance.

**Corviknight and Skarmory**: Both of these Steel / Flying types resist both of Garchomp's STAB attacks and take neutral damage from Stone Edge, although they have to be cautious of Fire Blast. Their high Defense and typing lets them chip Garchomp easily, set up on it with Iron Defense, or pivot out with U-turn into a different check like Clefable or a revenge killer like Rillaboom in Corviknight's case, or force it out with Whirlwind in Skarmory's.

**Rillaboom**: Rillaboom's priority in Grassy Glide and its Grassy Terrain weakening Garchomp's Earthquakes make it a decent offensive check to most Garchomp sets, as well as a good revenge killer after Garchomp has boosted its Speed.


[CREDITS]
- Written by: [[airfare, 513717]]
- Quality checked by: [[stareal, 481219], [ausma, 360720]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
 
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